Still thinking about flags (and, I’m still looking for more examples on this thread:…

Still thinking about flags (and, I’m still looking for more examples on this thread:…

Still thinking about flags (and, I’m still looking for more examples on this thread: https://plus.google.com/108131264929529993281/posts/hxoHY956qwb). Today’s question is about how else you might leverage flags in the game. Are there, for example, ways that a move might reference or use a flag? Can the GM hit them and what happens if she does? Could something (a magic item, say) force a flag onto someone and how would that work?

I’m imagining here some contexts in which flags appear in the game in a few other ways, not taking over the whole game. Much like bonds have a couple other jobs in the text other than the “gain xp” part.

2 thoughts on “Still thinking about flags (and, I’m still looking for more examples on this thread:…”

  1. Yup. We’re using flags in a short campaign we just finished, and the wizard got a very powerful book that also had some side effects. The player wrote a flag for the rest of the party to use to try to talk him out of getting rid of it. Made for some interesting RP scenes.

    Understand that flags are triggers of how the player wants other players to view and interact with his character. IMO the GM doesn’t have to force anything on the player. Just like world building and story narration, the player should be able to participate in the process of taking a cursed item he owns and building out his own flag of how he wants to be interacted with in that context.

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