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Tin Star Spotlight: Memories in Relics

15/9/2021

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​Hello Star Gazers! Last month I showed you a way to play a Supernatural themed game of Relics, and this month I wanted to follow up by diving a little deeper into the memory system. To me, the memory system is one of the things that makes a game of Relics so unique. As a forever GM, the first time this system had me letting the reins go to my players to define moments of the past was pretty bewildering and exciting. There is something so much more engaging about having the table take such an involved part in the storytelling. It is honestly a great tool to utilize and the more effort your players put into it, the better your overall story ends up, and the more engaged the whole table ends up being. With this in mind, I am going to be giving you a gaze at how memories work and also giving some suggestions on how you or your players can come up with a new memory on the spot—which, let’s be honest, can be one of the most intimidating part of this system—so what do you say, will you take a walk down memory lane with me?

What is a memory?
Out of context this is a pretty funny question, but like any tabletop game, the memory system has mechanics to it and isn’t just a device for storytelling. Before we get into the meat of the content, however, I think it prevalent to start with a little rundown of how this system works on a mechanical level. As always, Relics leans heavy into the story part which makes their mechanics light and easy to understand. The most mechanical “crunchy” portion is that each memory a player has connected to their persona/character imparts a certain connected skill which the player themselves design based on the memory. While the specifics of the skill are chosen by the player, they all fall into one of the five categories in the game (striking, enduring, moving, speaking, or knowing).

Now, to keep it short, sweet, and simple, the creation of a memory looks like this; one player needs a memory (aka a skill)—either as part of their starting memories at persona creation, or in the heat of the moment during a session—a different player offers this by retelling a moment their personas shared. The player giving the memory is responsible for shaping the story and creating what will be a canon history between their two personas. The player receiving the memory has the right to interpret the memory as they see fit, pulling the skill necessary from their interpretation of the memory told to them. Relics gives some great examples of how this may look, which I will go into at the end; additionally, I will also share some of my own ideas for some ways to frame the mechanical side of the memories.
Now with the mechanics out of the way the question is how? How do we give a memory in a fun and constructive way that benefits the table and doesn’t move the spotlight away from the story that has been being told?

Give me a memory. Did somebody say Flashback!
One of the best tools for explaining past events in books, and especially cinema, is the method of using a flashback. I found looking at this narrative structure as a great way to start thinking about how to frame a memory while playing. Every genre of TV show and movie has examples of this, and every great director has done their take on how to deliver a flashback, so no matter your flavor of story, there is something you can find to help in this task! You have classic flashbacks where the past is simply retold or shown from movies like the Godfather, to more abstract takes on flashbacks like is seen in the entirety of the film Eternal Sunshine of the Spotless Mind. TV shows will often spend entire episodes doing a flashback to showcase how a character got through a part of their life or made it to where they are now, and then some like Loki use it as a literal backdrop movie playing in a scene while the character is questioned about the events.
As a player, look at some of your favorite retellings and ask yourself “how can I take the bones of this for my own storytelling toolkit?” Really take the time to break down these scenes and see what motivated the flashback and what said flashback accomplished in its telling. To further help I will conclude by breaking down a scene from Loki and showing how this can be explained in a mechanical manner as well. The smallest of spoilers for Episode 1 of Loki follow bellow!

Wait! That was you all along!?
In a nod to history, Loki reveals that the main protagonist of the same name was responsible for the great unsolved mystery of DB Cooper. This is revealed by the interrogation of Loki by Mobius where he shows him a reel of his “greatest hits”, if you will, one such scene being him as DB Cooper jumping from the airplane with all the money. Okay spoiler complete! Phew! So, let’s turn this into a Relic moment, shall we?

Here’s our scene; we are at the table and a player needs a skill to get through an intense moment involving needing to escape a well watched area in an upcoming heist. Let’s call this player Loki, he calls for a memory and another player—let’s call him Mobius—offers this memory. Now he could have paused and described this memory out of character and how he observed Loki in the past, but instead we are going to keep it in the moment like the show. So, Mobius turns to Loki and grabs him by the shoulders and says “What are you afraid of? This is hardly the worst moment you’ve gotten yourself out of Loki. I mean remember that time on a whim where you thought it would be funny to scare all the humans by hijacking a plane, convincing them to let you take all the money and fly off again, then you jumped from it midflight with all that money instead of landing? There are still people looking for that money, and even more convinced that it never happened at all. Your prank became a myth, if you could escape as DB Cooper, I think you can walk yourself out of this one.” Loki grins and quickly jots down this information—here comes the mechanical choice—Loki could decide that this memory is telling of his skill to convince his way out (speaking) or perhaps is telling of his acrobatics prowess of skydiving (moving). His heist isn’t taking place on another plane, so he decides to make the skill speaking based.

This little example not only shows you a method of telling a memory, but also how to receive and interpret it in a couple ways. This memory did more than just supply a means for a skill though; this anchored the persona to a historical moment and identity that can potentially be referenced in the future in countless ways.

Until Next time!
This concludes another month, so head on over to the discord and tell us what you thought of this little dive on memories. And if you are feeling extra creative how about a little challenge! Head on over to twitter and @tinstargames1 sharing some of your best made memories. I look forward to your shares and hearing from my fellow Star Gazers. Next month I will be sharing a fresh take on a different game, so stay tuned by joining the newsletter because I’ve got a lot more coming!

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  • Home
  • Latest News
  • Mailing List
  • Story Games
    • The Score >
      • The Score Beta Playtest
    • Partners
    • Relics >
      • Relics Press
      • Relics: Treasures on Earth
    • Afraid of the Dark
    • Daughters of Exile
    • Genre Cops
    • Five Go A-Roleplaying
    • It is Forbidden
    • The Tin Star
  • Card Games
    • Baby Dragon Bedtime
    • There's Been A Murder
    • The Rent
    • Elevator Pitch
  • Micro Games
    • RPGs In An Hour
  • About Us
  • MERCH