Role Playing Flashbacks
- A.R.Cowley
- Jun 25, 2019
- 3 min read
Updated: Dec 14, 2019
Something I use in my games. Maybe you do and have some extra tricks with this method to share?
Characters are always getting themselves into sticky situations, problems can be lethal when you are an adventurer. A player has put a significant amount of time and effort and creativity into generating and breathing life into their character. They are understandably upset when during the game their character dies and there is nothing that they could do about it. They have to sit by and watch the train wreck happen. This is why most games now have mechanisms by which the character can get a little extra something out of the bag to help extricate him from certain death. Fate point, Inspiration points, Hero Points, Action Points; they have many names and effects when used.

However, even these run out. Sometimes that last Hero Point is a dud and you are in the same situation next round. A solution that I have used for many years now, with fun and interesting outcomes is the Flashback.
If the character needs to make that last ditch effort, maybe he doesn’t have the right skill, maybe his wounds are holding him back. Whatever the reason unless something happens they are going to be looking at generating a new character. Who knows if this character falls then the rest of the group might be taken down as well. When these circumstances arise and the characters usual get out of the mire hasn’t worked or isn’t available, give the player the chance for a Flashback.
When you call for a flashback, as the player what effect they are looking for. Maybe they want to ignore a wound or use a skill that is inappropriate for the situation so they have a greater chance of success. There is no real limit to what game alterations you can allow for a player doing a flashback.
Once you have determined what effect is being looked for the player then has to recite a story where, in the past, his character faces a similar situation. In this situation he - “overcame his wounds to achieve victory”, “Used the skill he wants to use now in the past to solve a similar situation”, “Gained a streak of luck”, “Was in the combat groove and pulled out a stunt or special move he didn’t know he could do but had seen his master perform”. The story only need to be short, and told in collaboration with the game master; and other players becoming the NPC’s of the scene if you like.
The measure of if the Flashback is successful is more about, “Did we learn something new and interesting about this character”, “Was it fun”. Than if it was on the point to the effect required, as long as it gives lip service to this then the player should win the effect for his character. Don’t make them a thing of dread, where they are judged on their story, they should be light and fun. Equally, don’t make them to common, if you think that a little humility is what is needed in the scene then no amount of whining is going to get them a Flashback.
In having this trick at your disposal, you will find that you and the other players learn things about the character that would otherwise never come up in the gameplay. As a game master, you will find that you gain new and glorious NPC’s and organisation and locations that you really enjoy and wouldn’t otherwise have taken the time to bring to the game. These might come back to haunt the player later on in a wicked twist of play.
Comments