Help us come up with flags!

Help us come up with flags!

Help us come up with flags!

Hi All,

We’re working on Sword Breaker issue #7 (our DW zine) and it will be aimed at younger players. We want to provide options for flags that will be super clear and actionable. I expect there will be a wide range of ages at each table because families often try to play with siblings who are spread out in age and ability. Here are some examples:

* Make me mad so I can act crazy!

* Make me do the talking because you know it freaks me out!

* Treat me like the boss!

We’re open to suggestions and alternative opinions as well.

We will, of course, give credit to anyone who contributes.

44 thoughts on “Help us come up with flags!”

  1. Logan Howard I didn’t “get” flags for a long time. But they are a great way to inform the other players and GM about not only “this is how my character will act” but also “these are the things as a player I’d like to roleplay”. I wish I’d realized that much sooner than I did!

  2. Logan Howard I didn’t “get” flags for a long time. But they are a great way to inform the other players and GM about not only “this is how my character will act” but also “these are the things as a player I’d like to roleplay”. I wish I’d realized that much sooner than I did!

  3. Brian Holland I was just talking with Yochai Gal and that came up. I really appreciate games that incorporate a mechanic that drives players to support each other. I’m not talking about the characters helping each other. I’m talking about the players looking for ways to give the other players what they want from the game. I think Flags is one of the best. The FATE economy is pretty good too. Keys are also amazing. There are other in-game mechanics but I’m drawing a blank right now. I think young players who encounter these mechanics early in their gaming life have a real advantage when it comes to finding satisfying play later.

  4. Brian Holland I was just talking with Yochai Gal and that came up. I really appreciate games that incorporate a mechanic that drives players to support each other. I’m not talking about the characters helping each other. I’m talking about the players looking for ways to give the other players what they want from the game. I think Flags is one of the best. The FATE economy is pretty good too. Keys are also amazing. There are other in-game mechanics but I’m drawing a blank right now. I think young players who encounter these mechanics early in their gaming life have a real advantage when it comes to finding satisfying play later.

  5. FATE Economy feels way more meta to me than Flags. We played FAE for a bit and my players felt they needed to “play the game” as much as “roleplay the adventure”. Flags gave us a taste of what you mention above without being a complete necessity [EDIT:] …to make the game work.

  6. FATE Economy feels way more meta to me than Flags. We played FAE for a bit and my players felt they needed to “play the game” as much as “roleplay the adventure”. Flags gave us a taste of what you mention above without being a complete necessity [EDIT:] …to make the game work.

  7. Brian Holland Agreed. Still, FUDGE, Lady Blackbird, The Shadow of Yesterday and others really pulled players out of their solitude and got them looking around the table. Flags are a nice balance. They encourage the behavior but get out of the way.

  8. Brian Holland Agreed. Still, FUDGE, Lady Blackbird, The Shadow of Yesterday and others really pulled players out of their solitude and got them looking around the table. Flags are a nice balance. They encourage the behavior but get out of the way.

  9. Logan Howard I’d love to see a cohesion between Flags & Keys; removing Bonds & Alignment entirely. I’d keep solid player character questions to carry the weight, though.

    I would point out that of the three games you mentioned, two use Keys :). I shamelessly stole from them for my Keys for DW doc, btw.

  10. Logan Howard I’d love to see a cohesion between Flags & Keys; removing Bonds & Alignment entirely. I’d keep solid player character questions to carry the weight, though.

    I would point out that of the three games you mentioned, two use Keys :). I shamelessly stole from them for my Keys for DW doc, btw.

  11. Brian Holland Remember…these are aimed at young players. There might be a very good reason to tackle alcoholism and some families are fine with swearing but I’ll leave that to parents.

  12. Brian Holland Remember…these are aimed at young players. There might be a very good reason to tackle alcoholism and some families are fine with swearing but I’ll leave that to parents.

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