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:
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)
Itâ€™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.
Iâ€™m considering basing a game around this idea â€“ that charactersâ€™ â€œpowersâ€ 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 - Iâ€™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 â€œtwistsâ€ to choose from. There would also be ways of â€œclearingâ€ checks and maybe gaining new â€œtwistsâ€ 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 â€œno-mythâ€, improv-based, director-stance kind of story game, so any criticisms of immersion-breaking and such need not be raised.)