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Flashback

flash·back - /ˈflaSHˌbak/
noun
1. a scene in a movie, novel, etc., set in a time earlier than the main story.
"in a series of flashbacks, we follow the pair through their teenage years"
verb
1. move to a scene in a movie, novel, etc. that is set in a time earlier than the main story.
"we flashbacked to a pivotal, defining moment in his life"

Flashback Mechanic – a substitute for the planning players can skip and the
expertise they lack IRL. Players can call for a flashback to do preparations in the past
that affect the current situation.
Using flashbacks as a formal way to allow players to pause the action and work
out the strategy that their expert characters would have planned earlier.
For RPG sessions where players attempt a heist, adding a flashback rule helps
capture the feel of a well-planned caper.
When players face an obstacle, they can call for a flashback and describe a past
action that impacts the current situation. For example, if the characters face a cult priest
who demands to see the tattoo that shows their cult membership, they could flashback
and narrate the scene where they forged the mark. This might require some rolls and
creative fiction to pass the priest’s inspection.
Flashbacks don’t work as time travel. The players couldn’t flashback to the scene
where they killed the priest—he stands in front of them.
As a Judge, you might require an Intelligence or other check to determine if the
character anticipated the situation and did the proposed preparation. The more unlikely
the circumstance, the higher the DC.
As a price for a flashback, you can claim a character’s inspiration, take DM’s
inspiration to spend on a villain’s roll, or both. The price of a flashback might start at
nothing, and then rise through the game session.
Flashbacks is a lightweight mechanic I am adopting for sessions focused on
planned mission.

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