**Previous Chapter: [[1d. Adversaries]]**
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As discussed in [[1e. Minigames]] and [[1f. Nesting]], we can subdivide games into smaller games, such as minigames and nested minigames.
The smallest level of game is a **microgame**: an atomic game that can be divided no farther. In a TTRPG, a microgame is most often an **action**, in which one character attempts to interact with the world in a particular way, while other characters attempt to help or hinder it (i.e., through **reactions**).
For example, *Little Red Riding Hood* contains the following microgame:
> As the girl realized the wolf's identity, he leapt out of the bed and attempted to eat her!
As discussed in [[1a. Stories]], TTRPGs are a system for adjudicating collaborative stories. Because collaborative stories must treat all characters equally, all characters must have an equal chance to **act** and **react**. As such, TTRPGs proceed in **turns** and **rounds**:
* A **turn** is a single microgame, in which a particular character acts and all other characters have an opportunity to react.
* A **round** is a collection of turns in which every character has an opportunity to act exactly once. (Some characters have more narrative weight than others. When this occurs—which is rare—that character might receive additional turns in which to act each round.)
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**Next Chapter: Pending**