Back in March I made a brief visit to Canberra to see how everyone was doing and run a little bit of Flat Black. Time was short enough that I thought character generation would take an unacceptably large bite out of our playing time, so I pre-generated a group of characters. They were a team of effectives (non-government clandestine operators) working for Human Heritage under cover as an extreme-sports vlogger and his support crew. That made them closely similar to the group that I generated for my previous visit, who were the same except that they worked for the Journalistsā Guild. It would have been clever if I had saved the character sheets from the previous time.
So now I am embarking on a little project to prepare a portfolio of pre-generated PCs for āFlat Blackā pick-up games, just in case. Iād like a bit of advice on several points.
Please feel welcome to answer the questions below.
Q 1. The archetypal adventure for Flat Black is that the PCs come as outsiders with some task to perform to a world where the society is quirky or even bizarre, and that to accomplish their goal they have to deal with the oddities of the localsā behaviour. Is a team of clandestine operators working for a sympathetic, cosmopolitan NGO a good concept for a PC party in Flat Black pick-up games? Or can you suggest something better?
Q 2. If the party are to be a team of effectives, is it best to
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commit to some particular NGO and write the character briefs with that commitment in mind, perhaps including a paragraph about the NGOās aims and values? If so, what NGO do you suggest?
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write the PCs as working for an NGO, but be artfully vague about which one it is, so that in one adventure they might be permanent employees of the Journalistsā Guild and in another of the Humanity League, or of the Sons of Patrick Henry?
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write the PCs as free-lance trouble-shooters who are engaged for particular jobs by different NGOs, no especial loyalty being expected on either side?
Q 3. There usually arenāt many women in the scratch groups I GM for, but I do like to make allowances for the possibility. Besides which, some players like to play characters of different sex and gender from themselves, at least sometimes. Writing one character as female is not an adequate provision for this, because (i) it doesnāt fit the need when everyone wants to play a man (ii) it doesnāt fit the need when more than one player wants to play a woman, and (iii) it needlessly restricts the scope of choice of character available to a player who wants to play a woman. All that being the case, I want to make provision for most of the characters to be playable as whichever sex the player prefers.
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Is it good enough to simply not specify the sexes of some or all of the characters, and write them so that the player can choose which sex to play them? Or should there be two or more full write-ups for most of the character roles, allowing the players to choose their charactersā sexes after functional roles have been distributed?
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Is it desirable to include one or more characters who come from colonies where gender roles and even sexes are markedly different from the Earth-WEIRD norms? For example, would it be advisable to include a character from Nahal (where the genders are āarmedā and āunarmedā), New Fujian (where there are six genders of each sex), etc.? Or perhaps a character who has designed their own custom sex without it having anything to do with the culture of their homeworld?
Q 4. On one hand, the core activity of āFlat Blackā adventures involves relatively cosmopolitan PCs in confrontation with bizarre colonial societies, and perhaps that doesnāt work very well if the player is simultaneously coming to grips with playing a jackal-headed runaway demigod from Navabharata, a sterile worker from the social organism on Simanta, or an orc from Beleriand. And perhaps the more conspicuous such folk make poor clandestine operators. On the other hand I think that playing someone who isnāt at all WEIRD and is perhaps only marginally human is an under-exploited possibility in Flat Black.
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Can I put a character in the party who is marginally non-human or fully parahuman, or who comes from a society with a very different way of looking at things? Or is that too much to come to grips with in a scratch game?
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If I do include such a character, does they have to be only optionally parahuman, and how much trouble is that going to make for me writing the rest of the team?
Q 5. As I generated them last March, the characters were as enumerated below, with capabilities distributed among them as described. Does this arrangement seem satisfactory? Ought some character or capability to be added? Ought some capabilities to be swapped or transferred to balance spotlight time or avoid other problems?
The cover that this team have rehearsed and established is the the Talent is an extreme sports and adventure vlogger, accompanied by a Camera Operator, a medic who seems to be more importantly Eye Candy and perhaps a groupie, a Manager, and a Roadie.
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The Talent uses athletic and small-vehicle skills to get to inaccessible places, where they performs as a muscle and wet worker (i.e. thug and assassin). They also has some society skills, but is not a versatile social infiltrator nor social engineer.
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The Camera Operator can go anywhere the Talent goes, albeit less flashily and sometimes requiring the Talent to lead. They is a break & enter expert, bang & burner, and wire rat, The Operator also makes things, such as disguises.
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The Eye Candy is a medic, forensics tech, cleaner (frustrator of future forensics), cobbler (maker of false identities and IDs), and pavement artist (expert in shadowing and urban stealth).
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The Manager is a cuckoo (gets to secure places by pretending to be someone they is not), asset handler (corrupts people), bagman (bribes people), and hacker.
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The Roadie is a wheel artist (expert at driving large vehicles in all media), mule (expert at smuggling), watcher (surveillance expert), and sniper.
Any comments? Suggestions? Observations? Hints?