Slow Burn, in the alpha draft version shown below was submitted to the Game Chef 2009 design event. A Design Blog for this game was maintained up to the point of submission to Game Chef; it is located at Feeling the Burn. This design blog is no longer active.
Core Rules - Script
Track 1: Introduction
You're a spy; or at least you were until someone got you blacklisted. You've been dumped in a city with no money, no credit, no history, and no I.D. All you've got are your talents, anybody still willing to talk to you, and a token object bearing nothing but a Fleur de Lis and some scribblings. To earn a living, you take whatever work comes your way - which usually ends up being some desperate soul looking for a solution to a problem; but you never lose sight of the fact that you've been blacklisted and that you intend to get off that blacklist.
This game is designed for three or more players, one of which must be the Handler. The players, except the Handler, play the role of blacklisted spies and their contacts. The Handler plays the role of the Opposition - the bad guys of each episode, and the Agency - the mysterious group that had the spies blacklisted. The Handler is also the arbiter of any disagreements between players.
If you're a player you should have four twelve sided dice of one color, three or four twelve sided dice of a different color, a blank Fleur-de-Lis token, an envelope, three scene tokens of any kind - poker chips or similar are fine, paper - to serve as a character sheet and to make notes, and a pen or pencil.
If you're the Handler you should have twice as many twelve sided dice of one color as there are players, three times as many twelve sided dice of a different color as there are players, two Fleur-de-Lis tokens, paper, and a pen or pencil.
Throughout these audio recordings, you will be instructed to carry out actions such as writing something down, or describing something. When given such instrucrions pause playback of the audio recording until you have carried out the instructions then continue playback afterwards.
Track 2: Character Creation
You should have something to serve as a character sheet; it can be a sheet of paper, an index card, or even a business card. Now write your name, and your Spy's name on it.
Give your spy a speciality such as “Gadget Tech”, “Demolitions”, “Forgery”, or similar. Confer with the other players to make sure your speciality is unique within the group.
Next, pass your character sheet to the player on your left. The player on your right should be handing your their character sheet. Write down a contact known by the spy and give that contact a speciality. Now pass the character sheet in your possession to the player on your left; add a contact and specialty to the character sheet you were just passed from the player on your right then return the character sheet to its original player.
Finally, note that you have one Persistent Agency Die. Persistent Agency Dice remain in play during all scenes until one of them rolls a success. Once any one of your Persistent Agency Dice rolls a success, they exercise their influence and are removed from play. Refer to tracks eleven and fourteen for details.
Track 3: Fleur-de-Lis Tokens
You should have a blank Fleur-de-Lis token. Write any single piece of information you want on it; you can write a phone number, a person's name, an address, a landmark, a lock or safe combination, or some such. The information should not directly reference any of the spies or their contacts.
Place the Fleur-de-Lis token inside the envelope, close the envelope, and hand it to the Handler. These tokens will be used later, during character introductions.
Track 4: The Path To Freedom
As your spy progresses along the Path to Freedom, you mark the appropriate position on the Path. You can draw a circle around the current position, use a paperclip, a sticky note, or indicate the current position in some other way of your liking.
Track 5: The Setting
As a blacklisted spy, you're on all the government agencies' watchlists. If you try to leave town, you become the target of a major manhunt; so it's best to lay low right where you are. But where are you?
Track 6: Character Introduction
When you introduce your spy, describe what your spy was doing just prior to being blacklisted. Describe how your spy ended up in the city; whether your spy remembers those details or not is up to you. Finally, describe the meaning of the information on your Fleur-de-Lis token, and how your spy found it out.
Track 7: The Job
Typically, someone with a serious problem approaches your spy for help; the kind of problem that only someone like your spy can solve. It might be someone who saw something they shouldn't have; and now they're being hunted. It might be someone who thought they were getting into a good deal; but now realize they're in way over their head.
Track 8: Playing A Segment
Track 9: Playing A Scene
Track 10: Preparing Dice
Track 11: Interference Check
Even if no Agency dice come up 1 or 2, the Agency may still interfere. If you're the Handler and you have an unspent Fleur de Lis token, you may choose to spend it to automatically trigger interference by the Agency.
Track 12: Rolling Scene Dice
Track 13: Resolving the Scene
If all of the Segment's Opposition dice are depleted, the Segment is finished. If the current segment was the last of the Job, jump to Track 18: Finishing the Job; otherwise, start a new Segment and jump back to Track 8: Playing a Segment.
Track 14: The Agency Interferes
You're free to ignore the Agency's demands; but doing so has consequences. If you choose to ignore the Agency's interference, you lose the resource that is the target of the interference until you decide to respond to the Agency's interference, your target number to roll a success on your Job dice is reduced by one, cumulatively, every scene you ignore the interference, and you gain two persistent Agency dice.
Track 15: Playing the Interference Segment
Proceed to play the Interference Segment in similar fashion as described in tracks nine, ten, twelve, and thirteen, but with the following exceptions:
If you deplete all the opposition dice by, or before the third scene, you've favorably dealt with the Agency's interference. If you finish the third scene without depleting all of the Opposition dice, then the interference goes less than favorably for you.
Track 16: Pushing For Freedom
Track 17: Playing the Push for Freedom
Proceed to play the Push for Freedom segment in similar fashion as described in tracks nine, ten, twelve, and thirteen, but with the following exceptions:
Track 18: Finishing the Job
Track 19: Off the Blacklist
If the series is intended to end when all the spies earn their freedom, then sit tight and revel in your spy's new found freedom. If desired, you may take one of the other spies' contacts and develop them into a fully fledged character with their own contacts. The difference here is that this new non-spy character does not have a path to freedom, and is exempt from the rule requiring the character Push for Freedom.