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An interrogator ask questions which a suspect answers. Whenever the interrogator isn’t satisfied with an answer, they call on Boris, an imaginary, giant thug. Boris punishes the suspect until they give a satisfactory answer, then the interrogation continues.
Players intentionally play a scene that is going nowhere. After a while, an outside observer calls out a scene booster from the list below, which one of the players applies.
When a scene suffers because the players are talking too much, this is “talking heads.” Talking a lot isn’t inherently bad, but if it impedes the story, it helps to know how to address the issue.