All right! I've nearly written every thing I wanted to for this first brain-dump draft. Here's a couple of things.
Threat ClocksThese are equivalent to an episode of 24. They centre around a specific crisis, and describe the 'What would happen if the threat isn't dealt with'. (Threat Clocks are inspired by Mystery Clocks in Monster of the Week.)
Here's an example of a low-tech terror threat. Taken pretty much from Bruce Schneier's amazing '
Movie Plot Threat' competition.
A series of sniper attacks have occured in a major metropolitan area over the last month. So far, there have been 12 fatalities.
The ‘sniper’ is actually a two-man team of sleeper agents, who both appear to be quiet men who live alone and have normal domestic lives. They are part of a bigger terror cell.
- 00:00 Agency receives solid intelligence on location of next sniper attack
- 00:15 Prepare for raid
- 00:30 Go-order for raid is given
- 00:45 Raid complete
- 00:50 News of the raid’s outcome leaks to media
- 00:55 2nd and 3rd sniper teams are activated and prepare to strike
- 01:00 2nd and 3rd sniper teams strike simultaneously in completely different suburbs.
This episode gives the PCs plenty of room to gather intel, prepare for and participate in the raid, and then follow-up on the consequences of the raid (regardless of its outcome).
I see this Threat Clock as part of a larger 'Conspiracy Clock' (equivalent to a half-season of 24) involving a domestic terror plot executing a series of on-going, low-tech and devastating attacks in multiple locations designed to trigger a shutdown of federal government.
Torture and Enhanced InterrogationI already mentioned that I feel really uncomfortable with 24's (and potentially this game's) frequent use of torture and enhanced interrogation to advance the plot.
I definitely don’t want to fetishise the details of torture - which is a little at odds with the AW philosophy of describing the fiction so that you can describe the consequences and to do it, do it.
I want make torture a lot more dangerous and problematic than the TV show presented it. I want to emphasise the downsides of these techniques: false intelligence, creating enemies, alienating allies, the moral cost on the torturer, and harm.
So this is a work-in-progress:
When you extract information from someone using torture, tell the GM what you want to know.
The GM decides how tough it will be to break the person you’re interrogating and chooses 1 to 4 options from the following list.
- inflict 1 - 4 Harm on the person
- you'll need to threaten someone the person holds dear
- you need to take the Post Traumatic Stress condition
- an NPC you hold dear needs to be involved in or witness the interrogation and is alienated from you
- you’re going to need __________ to help you with your interrogation
- you’re going to have to cross a line you swore you never would
- you'll need to plausibly threaten or intimidate the person you're interrogating
- it’s going to take an extra 1 / 2 / 3 segments to break the person
The GM might connect all of these options with an “and”, or might throw in an “or”.
Each option (except the last) takes one segment to enact. You can’t do anything else during that segment.
Then roll+??? Force? Command?
- On a 10+, you get what you wanted and 1 Hold
- On a 7-9, you get something related to what you wanted - an intermediate step and 2 Hold
- On a miss, ??? I HAVE TO THINK ABOUT THIS: Maybe 3 Hold
The GM spends the Hold on the following options:
- the appearance of compliance
- compliance
- false intelligence
- creating an enemy
- triggering a crisis
- SOME OTHER OPTIONS I HAVEN'T THOUGHT OF YET