Fugue: Player-Facing Documents

This is part of a series of documents about the development of the game Deep Season, a game based on the Fugue mechanics developed by James Wallis for the forthcoming game Alas Vegas.

Chapter: Player-Facing Documents

These are techniques that aren’t covered in the core Fugue rules, but nevertheless I think they’re necessary in order to get a “proper” Fugue game with rotating Dealers to work. There are three documents here, and they’re all “player facing” in that they exist on the table in front of the players, and may be expanded by the players during the sessions. They are:

  1. The Setting Brief
  2. Facts and Observations
  3. The Cork Board

The Setting Brief

Alas Vegas has a whole setting chapter including some elements that won’t be immediately known to the characters (since they’ve just emerged from shallow graves in the desert, with amnesia). Nevertheless this chapter is important for all players to read before the game. Why? Mainly it’s because thanks to the shared nature of the game the players need to be on the same page regarding tone, how the environment looks and feels, and the common knowledge shared by the game characters (tourists and locals).

The setting brief is a metafictional document; it relates to the various setting elements that the personas will experience, but it’s written as a direct contrast to player knowledge about the real Las Vegas. If you think about it, you wouldn’t expect the game characters to draw those comparisons — they have amnesia after all, to the extent that they’re unable to perform some tasks we take for granted and we’d expect a typical resident of Vegas to know (e.g. driving a car).

Of course through use of flashbacks some personas might claim real-world knowledge. That’s OK. The players should still absorb the setting brief so they hit the ground running as personas in the world (there are only four sessions, after all).

Facts and Observations

This sheet of paper is a living list of things the personas have witnessed or otherwise agree upon. It’s inspired by the Facts and Reassurances sheet from that other “Hollywood amnesia” game, A Penny For My Thoughts.

At the start of the game the first Dealer will present the partially filled Facts and Observations sheet, and place it in the middle of the table. From then on anyone can add to the sheet, although it’s mainly the Dealer’s responsibility because subsequent Dealers will uncover further facts about the world based on the briefing in their Act, which they will then convey to the players.

Facts and Observations will generally be high level, for example

  • This place looks like Vegas from the 70s
  • There’s something wrong about the street signs, and no-one will sell us a map
  • There are five casinos here called the Star, Swords, Wands, Coins and Cups

Each Act should be written to make it clear to the current Dealer when they must add lines to the Facts and Observations sheet. At any other time they or another player may add a line to the sheet. The end of each written Act should include a run-down of the things that should be on the sheet.

Why go to this trouble? Well, there are two reasons:

  1. Humans have limited working memory — the typical figure is 7 give or take 2 things that they can keep in mind at one time. Asking all the players to have perfect recall over all the facts is a lot, and can lead to inconsistency, some things being forgotten, the wrong assumptions, etc.
  2. Writing the Facts and Observations down is a contract that the Dealer has to abide by. Of course the Dealer may introduce elements that look contradictory, or even cross out Facts and Observations that prove false — but they can’t just do that on a whim. If they write something down, or cross something off, they do it in full view of the other players. This is a method of keeping things fairly consistent between Dealers.

About that second point — yes, Dealers can contradict earlier established Facts, or at least appear to. This appears to violate the “accept, include, don’t contradict” maxim of improv. However, David Lynch’s scripts are full of apparent contradictions, coincidences and unexplained happenings; so I’d take any contradiction as an opportunity to question, rather than shutting the previous Dealer down. If two facts appear to be mutually exclusive, are they? Or is there a set of circumstances which permit both facts to be true?

The Cork Board

The third tool for getting the players on the same page is the Cork Board. It works like this:

  1. When you introduce a new character write their name down on an index card.
  2. Also write down important information — mostly this will be who they are affiliated to and/or who is reporting to them. Since Fugue revolves around the Tarot, this may often be one of the four Suits (as in-game factions) although that bit is optional.
  3. Pin the index card to the cork board.
  4. When the character comes up and new information is learned about them, add it to their index card.

Now, here’s the optional but interesting technique. If you’re the current Dealer, you’re managing the behind-the-scenes game stuff. You know what the NPCs are planning, what actions they intend to take next. You need a way to communicate this to the next Dealer, without giving it away to the other players, right?

So, write it on the back of the index card.

When you hand the Cork Board over to the next Dealer, they should look at all of the characters as written down, and check the back of the cards for instructions. That Dealer is not at all obliged to make anything of those plans; but in the interest of “accept, incorporate” it’s encouraged. It’s nice if the outgoing Dealer can set something up, and the incoming Dealer can feed off those cues.

Of course, the outgoing Dealer is limited by how much space there is on the index card. No problem; just attach a second card to the first with a paperclip and use that space.

It does mean that your handwriting has to be legible, of course.

You can do this for locations, too. I’d encourage writing down major locations on index cards, with distinguishing features and connections to characters (X was seen here in Act Two, etc.). And you can write secret advice on the back of those cards.

If you’re going to use Locations as well, I recommend either a second Cork Board or some way of marking the two different kinds of cards (different colour card stock, etc.).

It might be easier to gather the index cards up at the end into a single stack, with a big bulldog clip or rubber band to hold them together. That may make handover easier. But I recommend cork boards and pins during play as they can lay out the cards so the players can see them easily.

(I bought my cork boards from a well-known national chain of bric-a-brac stores for just a couple of pounds)