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For spects to play within a scene, they need to know three things: who’s who, what’s going on, and where they are. These three elements—characters, activity, and location—are the context of a scene. It’s the inter-actor’s job to establish the context at the beginning of a scene so spects can play with ease.
Two players play a scene in which one player is responsible for establishing the characters, activity, and location of the scene. The scene stops when all three elements have been established.
When you attribute fictional details, you are endowing.
When spects play as characters, they’re freed to say and do anything. They no longer need to worry what others might think because they’re playing as characters, not themselves. Spects can play in whatever way they like, and when it’s over, chalk it all up to the character.
When the setting for a scene is visible—whether in the real-world, a virtual world, or on a physical set—the location is automatically established. However, when the environment only exists in the imagination, the location needs to be established by the players.
Player A establishes an activity using oblique offers. Player B joins in when the activity becomes obvious. Both players go deeper into the details of the activity without advancing the plot.
Spects need certain information in order to play. The most crucial is the context—who’s who, what’s going on, and where they are. A bit of history may also be important. This information is the exposition. Some exposition may be delivered before the story begins, but most comes out while playing.
The given circumstances of a scene consist of any story elements that affect characters’ behaviors. They include the context of character, activity, and location. Other things like backstory, goals, and historical context can also come into play.