I have been thinking about alternatives to taglines for Refreshment. I love the tone and tenor that taglines might inspire, but I'm looking for a replacement that will make Skulduggery easier to run on the fly. Here is the solution I plan to try. It is an idea inspired by 'Fan Mail' from the game Primetime Adventures.
Refresh. Rather than taglines, characters have ‘Refresh Points’. Refresh Points are obtained from other players during play. The process revolves around an economy of Applause Points that are earned by one player and then awarded to a different player. The receiving player converts the Applause Points to Refresh Points.
Applause Points are collected when a player chooses to stand pat on a Dismal Failure (roll=1) in a challenge or conflict. These Applause Points can then be awarded to another player during play for creative bits of dialogue, inspired narration, or other somesuch. At that point, the receiving player records the [Applause] points received as Refresh Points.
Each Refresh Point can be used to refill a character’s ability pool to its starting value or add +3 to a pool that is already at, near, or exceeds its starting value.
In play, I think this system will support the same thing taglines encourage: clever, in-genre dialogue. In the games I've played, some of the best one-liners were not taglines and certainly deserved 'game-mechanical' recognition. Furthermore, applause reinforces actions and narration--not just dialogue. I imagine that each gaming group will develop its own unwritten standards for 'applause' and reciprocity. This also eliminates the need to develop taglines ahead of play, allowing the game to be played as a pick-up game (using random character creation I also have drafted!). And it creates a nice tension for players between accepting a negative result for their own character, versus gaining a group resource.