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<blockquote data-quote="AbdulAlhazred" data-source="post: 8936457" data-attributes="member: 82106"><p>Yeah, I suppose so. A lot of what makes a given PbtA unique, IME, is the agenda. If you look at Dungeon World, the agenda, the playbooks, and the standard moves of that specific game, along with DW-specific things like dooms and fronts, all mesh. So I'd expect successful PbtAs generally need to be pretty specific in those sorts of areas. You are addressing, mostly, the playbook aspect. I agree, you could change the model somewhat there such that players could have more flexibility in terms of what their PCs shtick is. That would probably open up play space a bit, maybe? Still, DW is about heroic PCs in a world of fantastic adventure, and things like the damage rules and such are fixing a lot of its genre and tone. I certainly don't think you could create a PbtA which worked in several genres.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8936457, member: 82106"] Yeah, I suppose so. A lot of what makes a given PbtA unique, IME, is the agenda. If you look at Dungeon World, the agenda, the playbooks, and the standard moves of that specific game, along with DW-specific things like dooms and fronts, all mesh. So I'd expect successful PbtAs generally need to be pretty specific in those sorts of areas. You are addressing, mostly, the playbook aspect. I agree, you could change the model somewhat there such that players could have more flexibility in terms of what their PCs shtick is. That would probably open up play space a bit, maybe? Still, DW is about heroic PCs in a world of fantastic adventure, and things like the damage rules and such are fixing a lot of its genre and tone. I certainly don't think you could create a PbtA which worked in several genres. [/QUOTE]
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