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Light. Aside from a minimal core mechanic/s, I prefer also having something to codify the genre/style/etc so we all know everyone at the table is thinking about the game world in more or less the same way.
A quick link for those who aren't familiar with this one-page RPG:I am planning to run Lazers and Feelings soon
I can't comment on PbtA in general (I'm not sure that would even make sense).Then you've wandered off the themes of the game and should move back towards the themes. Like trying to do something in a PbtA game that's not covered by a move. Yes, if the setting/situation were real, that would be a thing you could do, but those style games aren't trying to simulate reality rather emulate a particular type of story, so finding things not covered by lasers or feelings is like finding the edge of the genre. Cool, now you know where not to go.
Though there are nuances, as the discussion of resolving challenges in Lords Of Gossamer And Shadow shows. I like a line (from Rob Donoghue, I think?), that in the Amber system, conversation continues until the GM is confident they understand what the outcome should be, taking everything into account. Sometimes that takes more work than other times.Some games managed to do without the coin toss.Though I wouldn't call Amber Diceless minimalist, all the complexity (such as it is) is in character creation. The actual gameplay is extremely simple.
Though there are nuances, as the discussion of resolving challenges in Lords Of Gossamer And Shadow shows. I like a line (from Rob Donoghue, I think?), that in the Amber system, conversation continues until the GM is confident they understand what the outcome should be, taking everything into account. Sometimes that takes more work than other times.