In a game like A Penny for my Thoughts, filters play a fascinating role.
At first, all Narratons are in complete flux. Nothing is known about their path, their wavelength or their polarity. But this resolves quickly.
The polarity is quickly set by the "Facts and Reassurances" sheet; this quickly defines the type of story that can be expected in the session. The general path of the game is also known at the start of play, when everyone is handed their questionnaire sheets.
We don't have predefined mirrors to deflect the paths in any specific direction, but these may arise in the course of play (as shown later).
The first part of the game applies the first batch of filters to set the initial wavelength through their memory fragments.
With this basic structure in place, players move into the next phase of the game where they face the questions of the questionnaire.
At each question, a scene is set, and player face a series of choices that build up toward an answer to the question. These choices provide players with a pair of options for their character's story. These options are provided by the other players in the group, and when a player is confronted by such, they MUST follow a story path through one of these options. They must pass their Narraton through a filter produced by another player, and these filters don't make things better or worse they simply change the story.
No loss of hit points, no bonus equipment, just a simple choice that makes better narrative sense in the mind of the player.