For a hacking exercise I’m experimenting with alternative play structures.

For a hacking exercise I’m experimenting with alternative play structures.

For a hacking exercise I’m experimenting with alternative play structures.

A big part of what I’m trying to do has me looking to essentially turn most of the game into a Score/Freeplay hybrid and radically transform downtime into something different all together.

For reasons.

An idea I have on how to handle refreshing stress during a score without downtime is to turn Vices into something called Strings. Essentially, to refresh stress, a player voluntarily gives the GM a String they choose at character creation and this gives them the authority to inject major complications into the story directed at the player in question (but potentially throwing a wrench into the plans of the crew. A PC can’t remote detonate the bomb at the agreed upon time if he’s lost himself in a game of high stakes dice due to his Gambling string being pulled).

Functionally I feel this ends up being pretty similar to trauma, though with a more lighthearted twist, and I’ve got a whole OTHER thing planned for that mechanic.

Thoughts? Criticisms? Are there other hacks I should be looking at that have tackled something similar?

7 thoughts on “For a hacking exercise I’m experimenting with alternative play structures.”

  1. Sounds promising.

    Maybe you’re aware, but Monsterhearts has a mechanic (also called Strings) that are somewhat similar, but more PvP focused. Definitely worth a look.

  2. One thing to consider is how a gm pulling a string might fictionally add stress instead of reduce it. The thing I like about stress/vice is how it works within the fiction but also helps break up the gameplay.

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