A few ideas I’ve had kicking around as I’ve tried several times to get the feel of the computer game into boardgames I’ve made, and there’s been some Indie games recently (such as Girl Underground) that have concepts that make me wonder how this could be done as a FitD RPG. Ostensibly it has one protagonist, which is problematic for party based gaming which are most RPGs
What if the flashback mechanic is separated out into the helper roles for the protagonist, and players rotate who they control - possibly turning FitD into a more storytelling game than roleplaying (as I envision it GM-less and players doing multiple roles).
I think it could work as a 2-4 player game although it’s almost exclusively mission-centric, due to only having one protagonist there’s not a lot that can be done between missions for all the players (unless I create another set of playbooks for that)
Playbooks would be-
- Thief (the protagonist)
- Target (the scene framer or GM)
- Patron (who the Thief works for)
- Fixer (where the Thief gets their equipment)
In a 2 player game, the Target, Patron and Fixer are all done by one player. In 3 Player the Patron and Fixer are played by one player.
The Thief playbook is a mix of Lurk and Hound
The Target playbook has a resource management system based on what the other playbooks have done. Mostly concerned with the creation of clocks, the rest being fiction. The Target is a playbook specifically for the mission and isn’t used outside the mission
The Patron playbook handles any non-equipment related flashbacks (e.g. social etc), gets to outline the goal of the mission and handles entanglements.
The Fixer playbook handles equipment flashbacks, loadout and downtime.
Flashbacks are now mini-scenes between the Thief and either the Patron or Fixer. The Patron/Fixer do not have to play “themselves” but act as the scene framer or GM and handle all NPCs for the flashback.
Loadout is now completely different and represents either what was able to be stashed for clandestine missions, or what was able to be provided before the mission from multiple sources. It’s still something that occurs in mission, and the level is determined by the Patron when they outline the mission goals. But it’s down to rolls by the Fixer as to what they were able to obtain in response to what the Thief needs.
Entanglements and Downtime are GMed by the Patron and Fixer respectively. During these the Target player does book keeping - adjusts Faction relationships, maintains lists of NPCs and plot threads not closed etc.
Hammerites (worshippers of The Builder), rivals with Mechanists, allies City Watch. Enemies with Pagans, Kurshok and Wardens
Mechanists (ex-Hammerites that follow Karras), rivals with Hammerites, allies City Watch. Enemies with Pagans, Kurshok and Wardens
Keepers (mystic glyph using cult), independant
Pagans (worshippers of the old gods)
City Watch, allies with Hammerites, Mechanists
Kurshok, non-human, enemies with everyone else
Wardens (organised crime leaders)