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Appendices for Pause
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===Causes=== There is generally one constant though: the reasons for the Breaks change from Pause to Pause. As the nature of Breaks can change with each Pause, the means of closing them can also change. The same solution from a previous Pause may not work with a Break in a new Pause. The characters may have to look for clues about the Breaks not only within the Pauses, but between them as well. If the characters are attentive enough, they can use the clues to fix later Breaks. When creating a Break for a Pause, the Coordinator needs to keep the cause of the Break relatively broad in description if they can. Leave some room for the Players to come up with their own interpretations of the Break and how to fix it. In the case of the more specific Breaks, try not to make it so specific to where there is really only one solution which the characters may not pick up on – unless the Coordinator wants the characters to fail the Pause, which itself can lead to interesting stories later on. The following is a list of possible causes for the Breaks: * One of the Domains is a little off in the immediate vicinity. Find a Domain which can cancel the other out and restore balance. * There is some entity in the normal Time Flow which shouldn’t be there. Usher the entity back through the Break from whence it came. * A parallel Universe has moved a little off-kilter and is causing friction with this Universe. Find a way to get the other Universe back on track. * The people of an area are down on their luck, losing their sense of belonging to the Universe, causing Breaks. Restore hope in them to strengthen the area against more Breaks. * Something is sealed beneath the area by a previous group of characters. The seal is being unraveled, the disturbance in space and time causing the Breaks. * An extraterrestrial emissary is attempting contact with our world, causing and using the Breaks to make its way here. * The characters and their area are guinea pigs for a massive hallucinogenic experiment, causing the Breaks only in their minds. * A nearby research institute conducts space and time experiments which go horribly wrong, causing Breaks to pop up all over town. * People have a mysterious affliction where they seem to always having déjà vu, the momentary lapses in their sense of belonging causing Breaks when the déjà vu happens at once.
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