So I have a fantasy PbtA hack that, for the most part, follows the usual move structure. However, one of the moves I created for the Thief playbook is the following:
CRIMINAL BACKGROUND
Check off each one the first time you need access to it. You automatically have it.
- A safehouse where they won’t find you
- Free passage on a pirate vessel
- A secret way in past the guards
- The secret password
- Knowledge of a secret passage
- A favor owed by a local gang
- An old flame who has what you need
- You paid one of them off beforehand
(There are boxes next to each to check off)
It’s inspired by the way Blades in the Dark handles flashbacks and load and such, but I think it simplifies and compresses that idea down in a unique way.
I’m considering basing a game around this idea – that characters’ “powers” are entirely meta-fictional - things you check off as you play that allow you to introduce twists and aspects into the shared imaginary space. This might not be the entirety of the game - I’m considering having various other mechanical aspects of the character, traditional or otherwise, to interact with a dice-based task resolution system. This would be a major part of a play, though.
Different classes/playbooks would have different lists of “twists” to choose from. There would also be ways of “clearing” checks and maybe gaining new “twists” as a character advanced.
Has anyone done this already? Any inherent problems/road bumps to avoid with this idea?
(Obviously, this is going to be a very “no-myth”, improv-based, director-stance kind of story game, so any questions of immersion-breaking and such need not be raised.)