Back in the day, dramatists used to write plays that had three “unities:” unity of time, unity of place, and unity of action. That is, the entire play took place within a single day, the stage represented one place throughout the play, and there was only one plotline with no subplots. This was, ultimately, a misinterpretation of Aristotle that got elaborated on for a few centuries until it was the unquestioned standard of The Way Things Are. You’ve gotta love European thought sometimes.
Now, there’s this thing that can happen in Full Light, Full Steam that can totally bog down the game and paralyze the scrip system’s scene pacing. In short form, the players get most or all of the characters into one scene and then each character goes off in a different direction to do a different thing. In response to this, the scrips scream in horror, shrivel up, and die on the table.
Fixing the Problem
A scene is just a display box for the cool stuff in your game. If you put too much cool stuff into one box, none of it is displayed well.
Much as the classical unities were a reductive idea overzealously imitated, they can be useful tools in fixing this problem. To put it simply, a ’scene’ in Full Light, Full Steam should possess at least two of the three unities, and should probably start off with all three.
So when you frame up a new scene, it’s the three officers in the cockpit of the escort ship, flying out to the derelict frigate to see what’s up. You’ve got time, place, and action right there. Now, if the scene continues on and they get to the airlock and proceed to the frigate, that’s fine: they’ve only violated unity of place. Alternately, if some pirates attack on the way over, that’s fine, too: it’s just unity of action that’s broken. What you should not do, however, is stretch the one scene across fighting off the pirates as well as boarding the derelict ship. That’s too much stuff for one scene, and you lose the common thread that makes the scene a scene.
Basically, it’s fine to have everybody united in one thing and do that thing in more than one place or over a period of time (a chase scene, for instance). It’s also fine to have lots of characters doing different things in the same time and place (shore leave at the Arcturus Arms!). When you cram more into the scene, though, and have different characters doing different things in different places and over a space of time, you are trying to shoehorn the entire adventure into one scene. At which point the scene pops from overpressure and spills the game all over the table.
Which is not to say that you shouldn’t have all that stuff happening in your game. You should! All those things, though, should be in different scenes. A scene is just a display box for the cool stuff in your game. If you put too much cool stuff into one box, none of it is displayed well. Luckily, scenes are free, and you can have as many display boxes as you like.
Enough Abstraction! What Do I Do?
When framing a scene, lay out when it is, where it is, and what is happening. That way it’s clear what the unity of time, place and action is. This is easier than it may sound: “Okay, a half-hour later, we’re in the fighter flying away from HMS Imperial, heading down to the colony. Lt. Hastings, Captain Montrose, and Sally are in the cockpit.” Boom: everybody should be on the same page.
Then, when you’re in a scene, your character can leave the area only if he’s going to do something in coordination with the other players — you preserve time and action while breaking place. If you want to leave and do something else, that’s great: it’s just another scene. Get yourself a full scrip and pass it so you can set a new scene, or pass a not-full scrip and jumpcut to somebody who’s where you want to be.
You can only break action if time and place are preserved.
Similarily, when you are in a scene, your character can only start doing something new as long as the scene has stayed and will stay in one place — you are preserving time and place while breaking action. If you’re in a travelling scene and you want to do something new, grab a scrip and jumpcut to somebody else. Then the scene after that may allow you to do your thing.
Lastly, when you are in a scene and you want to do something that takes some time — fix a complicated assembly in the faraday drive, for instance — you can ‘montage’ your way through time to being finished only if nobody else is doing other things at the same time and you stay put with the problem. You can break unity of time only if you preserve unity of place and action.
If you are not in a scene and want to break into it, make sure your entry doesn’t break a second unity. If you want to burst in and shift the focus onto doing something new, make sure that the scene has unified time and place. Also make sure that the ‘doing something new’ will not require breaking time or place. “Hey guys, let’s stop doing this and go do that” breaks two unities and will require a new scene before you “go do that.”
Unfortunately, this problem has only really come into clear focus now, so it isn’t in the first edition, first printing. It will certainly be in the next edition; it may get added to the second printing. I doubt I can add it in without causing some serious shifts in page flow. First significant change to go on the reprint list!