Design patterns

Flashbacks

Games
Blades in the Dark Scum and Villainy Band of Blades
Game families
Forged in the Dark

Summary

Flashbacks allow players to establish actions their characters took earlier once those preparations become relevant in the present. Instead of requiring players to anticipate every obstacle before a mission begins, the game returns briefly to the past, resolves the preparation, and applies its effects to the current situation.

Design Purpose

Flashbacks replace lengthy pre-planning with responsive preparation. They let players portray competent, foresighted characters without requiring the players themselves to predict the facilitator's obstacles.

Problems Solved

Core Loop

Play begins near the point of action. When a present obstacle appears, a player calls for a flashback and describes an earlier preparation that could help. The facilitator assesses its plausibility and cost, and any uncertain action is resolved normally. The group then returns to the present and applies the established preparation to the current situation.

Player Decision

What could my character reasonably have done earlier to prepare for this moment, and what is that preparation worth now?

Narrative Effect

Flashbacks produce stories about capable protagonists whose planning is revealed at dramatically useful moments. They preserve surprise for players while allowing characters to behave as though they understood their world and anticipated its dangers.

Strengths

Weaknesses

Variations

Examples

Pattern Definition

A Flashback is a procedure that lets players establish and resolve relevant preparation in retrospect, replacing exhaustive advance planning with bounded narrative authority during action.