A quick question: how do you manage Harm during Flashback without breaking the continuity? Should it be avoided altogether?
A quick question: how do you manage Harm during Flashback without breaking the continuity?
A quick question: how do you manage Harm during Flashback without breaking the continuity?
I’ve stripped armor as a result of a flashback.
If they resist and lose stress, easy. If they want to actually take the harm, then unless the harm directly contradicts established fiction, I’d shrug and suggest they’ve been hiding it.
If that doesn’t work, and the player doesn’t want to resist a harm condition that obviously contradicts what’s already happened on the heist, then I’d first go for the “no prize” where someone can explain how the harm doesn’t actually contradict previous action.
If that just doesn’t fly, I’d charge 1-3 stress to handwave it away and keep moving.
Don’t; continuity sucks. turns out you were hurt all along.
There’s a cinematic precedent for this situation where a protagonist slumps and starts bleeding in the middle of the action (either as the result of a jury rigged bandage coming loose, or some current exertion opening up a flesh wound into something more serious). It’s usually been foreshadowed in an earlier action sequences – though a flashback would have the same effect.
“You’re hurt!”
In our game, the Spider suffered minor Harm in a flashback. But because he was all dressed up, you couldn’t see the cut on his arm. We did start noticing him favouring the other arm, though. Which, ah, is only an example of what people have already posted.
Daniel Ley yep, that’s it exactly.
“As we move back to the present moment, we see Cross silhouetted by the moons. He turns his head and for the first time in the scene, we see his face, which has a bloody bandage wrapped across the left eye. ‘Let’s just get this over with,’ he says.”
(If you can’t come up with a cool way to reveal a past harm in the present moment, then maybe don’t do it.)