The Noir in Technoir
I’ve been involved in many conversations about Technoir, and one of the criticisms I hear is that there isn’t really any noir in the game. And I agree, insofar that I also see there isn’t any inherent pulp in Fate–it’s genre expectations & understanding of theme & tropes that bring those things to life in a game. A game doesn’t have to directly support a genre with mechanics if there is an understanding that desired tone will be filled in.
However, there is one place where I’m seeing a lack of noir tone in Technoir: the distribution of Push dice.
If you don’t know, well, check out the free Technoir player’s guide.
The players start with all the Push dice, giving them the power to make lasting change and defend themselves. The GM’s characters, in contrast, don’t.
That’s the opposite of noir, in my view. So what happens if you give all the Push dice to the players?
I don’t know. But I look to find out.
P.S. Thanks to EZ for his comment on yesterday’s post that triggered this thinking.
 That said, putting framing elements (like questions or options) into character creation could more easily push noir into the game, but creating characters that remind us of those tropes and themes, with elements on the character sheet to reinforce that. Which, I think, it does pretty well for cyberpunk, and I’ve had fun with as long as I treat the game like a harsh cyberpunk world and allow noir to be a happy accident.