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===Episode Script=== As The Excellents is inspired by cartoons, a single adventure is called an Episode. If you want to play a campaign that is called a Season which can have as many Episodes as you want. As seen on the [[:File:EpisodeScript.png|Episode Script template]], there is some info revealed before the game starts. This can be determined by a GM or a collaborative exercise between players. The structure of the episode script means you can also play without a GM and alternate who narrates consequences and introduces new hurdles. An Episode needs a Big Bad, someone who opposes the Princesses, threatens Awesome World or is otherwise in conflict or causing trouble. A Big Bad also gets some Lackeys, which can be regular unimportant dime-in-a-dozen type of Lackeys and/or Named Ones. Named Lackeys get a bit of personality and are less weak (like the leader of a pack) and/or of some significance to the Big Bad (like Gargamel's pet cat Azrael). A Big Bad always has some sort of secret and until you find out what that is, you're at a disadvantage whenever you face them (more on disadvantage in the next section). It also needs a Shiny Thing, which is something to drive your episode forward and often the thing that you and the Big Bad are in conflict over. There are 5 categories: Moxie, Treasure, Glory, Secrets, and Rosebud. The rulebook gives samples of what fits under each of these categories, but none of them come with special rules. However, they certainly help to inspire everyone to think of different things you can feature in your stories. I also strongly believe they help set a tone for your adventure, so for myself, I have summarized them as such: * Glory for adventures with very big tasks/high stakes feel * Moxie for lots of fighting/direct confrontation with the Big Bad and his lackeys * Secrets if you prefer stealth and conversation over battles * Treasure for something heavier on exploration/travel or one focused on greed * Rosebud for stories focused on friendship and character building Finally you pick a place to start and a place to end. It's okay if your story ends elsewhere, but it's a nice tool to give the players a feel for where they are in the story (near the beginning, middle or end) and it helps flesh out the setting a bit before play actually starts.
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