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What is the point of GM's notes?
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<blockquote data-quote="Manbearcat" data-source="post: 8266989" data-attributes="member: 6696971"><p>I think the big problem with people misunderstanding of Flashbacks is that they don’t understand the holistic context (in terms of engagement with the rules right now and the potential downstream effects of that engagement).</p><p></p><p>For instance, here is a typical “Flashback gone askew” scenario:</p><p></p><p>1) 1 Stress paid to enable it. This is the most precious resource in the game. At a base of 9 (that you have to manage in the short game of the Score and the long game of play broadly...which includes deploying tactically and restoring strategically), you’re playing with fire. If you Stress out in a Score (a) your character is out of the Score and (b) you gain a Trauma (4 and your character is done).</p><p></p><p>2) Your Action Roll for the Flashback has triggered a complication along with your intended effect.</p><p></p><p>3) Your Flashback is basically a setup move , changing the gamestate to open up a possible move now in the fiction.</p><p></p><p>You make your move. It goes south.</p><p></p><p>So what has your Flashback earned you?</p><p></p><p>1 Stress lost (and that’s only if you didn’t amplify any of your Flashback related Action Rolls by Pushing...it’s conceivable that you could spend 4 Stress, almost HALF of your boxes, to enable a Flashback)</p><p></p><p>+ 2 x Complications!</p><p></p><p>Not great!</p><p></p><p>Flashbacks don’t happen nearly as often as people think for a number of reasons. They aren’t a gimme and they can complicate your life in a number of ways (that can cause a Score to spiral...and cause subsequent play to be perturbed as you try to recover).</p><p></p><p>They’re used surgically with care and finesse or desperately (in emergency...break glass). My guess is you see a Flashback on average 1.5 * per Score in a 3 player game and 1 * per in a 2 player game.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8266989, member: 6696971"] I think the big problem with people misunderstanding of Flashbacks is that they don’t understand the holistic context (in terms of engagement with the rules right now and the potential downstream effects of that engagement). For instance, here is a typical “Flashback gone askew” scenario: 1) 1 Stress paid to enable it. This is the most precious resource in the game. At a base of 9 (that you have to manage in the short game of the Score and the long game of play broadly...which includes deploying tactically and restoring strategically), you’re playing with fire. If you Stress out in a Score (a) your character is out of the Score and (b) you gain a Trauma (4 and your character is done). 2) Your Action Roll for the Flashback has triggered a complication along with your intended effect. 3) Your Flashback is basically a setup move , changing the gamestate to open up a possible move now in the fiction. You make your move. It goes south. So what has your Flashback earned you? 1 Stress lost (and that’s only if you didn’t amplify any of your Flashback related Action Rolls by Pushing...it’s conceivable that you could spend 4 Stress, almost HALF of your boxes, to enable a Flashback) + 2 x Complications! Not great! Flashbacks don’t happen nearly as often as people think for a number of reasons. They aren’t a gimme and they can complicate your life in a number of ways (that can cause a Score to spiral...and cause subsequent play to be perturbed as you try to recover). They’re used surgically with care and finesse or desperately (in emergency...break glass). My guess is you see a Flashback on average 1.5 * per Score in a 3 player game and 1 * per in a 2 player game. [/QUOTE]
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