Strings are the main way in which the rules support the core idea of narrative matters. A String at its core is a short phrase or single sentence with impact on one or more characters. Let’s explore a simple example String: ‘Hunted by Inspector Luther’. This String establishes a narrative state or condition. Now let’s attach a character to the string, after a colon: ‘Hunted by Inspector Luther: Iris’. This means that Iris (player character) is affected by the String's condition.
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The GM has implicit authority to introduce Strings into the game, though they should also be willing to allow dispute and resolution via Contest or Challenge if a player can make a valid argument for that case. Players can introduce Strings into the game via the Yes! (and Yes!!) results in Contests. This occurs at the end of the Contest or Situation (enclosing the Contest).
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If a Player wants to introduce a String outside the result of a Contest, the GM should decide if it’s possible. If so, then the GM should set up fictional conditions that must be achieved to establish the String. Let’s explore how that works with an example.
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::: info
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==GM==: Iris returns to her room on Arctus 3, thinking idly about the precarious situation she has gotten into: Inspector Luther is clearly hunting her down, but at least he isn't on this haven right now.
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==Iris’ Player==: Could Iris be protected by a local Empire security officer?
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==GM==: Hmmm. Ok, that is interesting for sure. You'd want to create a String for that, like: 'Empire security officer Decipher protects Network Operatives: Iris'.
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==Iris’ Player==: How does that work? I mean, what do I do to make that happen.
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==GM==: How about you meet with Decipher or his assistant, and we roleplay that out?
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==Iris’ Player==: Sounds good to me!
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==GM==: Iris makes a vidcall and sets up a meeting with Decipher's assistant Kris on Miranda. Miranda is a true neutral place where the power is all in the hands of Operatives, for better or worse.