26 October, 2016

An Idea for Refresh with Flashbacks in Fate

I was thinking about a way to make mechanics support fiction with Refresh in Fate.  The default position is that refresh is filled at the beginning of a session.  I also want to make it a reward to the players to actively include flashbacks and backstory snippets that explain their histories and the world they have bumped up against.

Rather than giving refresh in the default fashion, I propose that when a player calls for a flashback, or has a backstory moment that explains one of their abilities, they get a fate point refresh.  This can happen at any time in play, but is limited to the level of the character's refresh for that session.

A flashback should be about a learning experience involving the skill, stunt, or aspect the player wishes to use, but can be either an account of success or failure.  Though not required, if it includes a shared experience with another PC, that PC also gets a point of refresh.  If another PC is brought into the scene, they should give some input as to their part in the experience.  The player of the flashback character should suggest something about the scene, the reason the other character was there, and something about a conflict or challenge presented either to them both, or between them.  It is the job of the second player to use the "yes, and..." principle to add to the vignette.  This is a good time to include things that the two characters can banter or bicker about.

Furthermore, the flashback need not be (should not be) long, but a vignette, and need not give a whole or complete resolution, so long as it shows a point that was pivotal or meaningful to the character.

So, for example in play, suppose a character is lining up a tough long range shot at an enemy, and the player needs a fate point.  They may call for a flashback at that moment.  In the flashback, they describe how they were out hunting with their friend (another PC) before their adventuring days.  The deer is in the sights, but it is a hard shot, and the character mentions how they were both very tired, hungry, and annoyed with each other by that time.  The other player, following the "yes, and..." principle, keys in on the annoyed bit and says in the flashback, "you'll never make the shot."  The first player describes how they squeezed on the trigger, breathing out "damned if I don't...".  The flashback ends.  The GM passes over a fate point to each player.

This is good, since it allows an ambiguous ending to the flashback that gives both players something to work with.  The second player can decide that the shot missed, using that moment for their character to say "it's too far.  We can't afford for you to miss this one", which invites a response, tense, cocky, or otherwise.  Or they may choose the generous route, and offer "good thing you finally learned how to shoot" which still invites a response, whether banter or bickering, such as "yeah... too bad you still haven't".  Roll.  Spend fate point.  Be awesome.

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