Tuesday, October 8, 2024

Bonded Skills Through Flashbacks to Scenes of Bonding

I previously wrote about the disconnect that occurs in RPGs when the player doing most of the talking isn’t controlling the character with the best social interaction skill or ability modifier. I proposed several solutions to this source of dissonance. Here’s another. I have not (yet) tested this in a game.

When the PC doing the talking rolls to determine their success in a social scenario, they can use another PC’s superior modifier (or applicable skill, or die size, or whatever, depending on the system). In exchange, the two players must either collaboratively describe or act out a brief flashback between their characters.

The flashback should be short – five minutes is good. It should be something new; it can’t just rehash already-known events. It should have at least some indirect connection to the current social interaction. It doesn’t have to be direct and explicit; it could be indirect, or even metaphorical. But the two PCs need to establish some kind of connection between their characters, and explain how that past bond helps the character acting in the present exceed their solitary skillset.

An easy example is mentoring. Picture a scenario where the crude barbarian has to make a speech to the frog parliament. The charismatic bard would normally speak for the party, but the frogs want to hear the barbarian speak in their own words. The barbarian’s player would like to take advantage of that bard’s modifier on this roll. So the two players collaborate on a flashback to a month previous, when the barbarian reluctantly sought out the bard for speaking advice on some completely unrelated matter. That advice and mentoring now comes through in unexpected ways as the barbarian makes a still-crude – but surprisingly effective – argument to the assembled notables.


An AI-generated image of a barbarian addressing the frogs; the AI decided the barbarian should be kinda froggy too, but yellow, landing on a sort of Battletoads vibe


That’s a pretty direct example, but players could absolutely run with less literal ones. A flashback to an inconsequential chat during a quiet moment of downtime or the long boredom of travel could prove surprisingly relevant to an unanticipated scenario in the present. Players could put the focus on events that are certainly important to their characters, but rarely come up “on camera” in session; eating a meal together, for example. A flashback could also do double duty and resolve a loose thread, e.g., dealing with a minor antagonist from the characters’ early days.

Flashbacks like these are done best in small doses. Too many flashbacks can drain urgency and focus from the present scenario. Once per session, or less, is probably good for most games. Or, alternately, include a rule that each PC must do a flashback with each party member once before clearing their tally and having the option to “bond” with anyone once again. That would ensure that players don’t strictly conduct flashbacks just with the one character with the most desirable skills.

This idea could be applied to various kinds of skill and ability checks, with enough creative imagination. But social interaction is the space where I see players struggling with this player/character disconnect the most.

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