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?
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.
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.
Cool. This remind me of how Fate system uses aspects.
Yep, reminds me of fate too.
I dig it
Also sounds similar to earning checks in Mouse Guard
I’m tangentially familiar with most of the mechanics mentioned but this is making me think I need to go and refresh my mind with Strings in mind. Thanks!