Grade the Powered by the Apocalypse (PbtA) System

How do you feel about the PbtA (Powered by the Apocalypse) system?

  • I love it.

    Votes: 36 25.0%
  • It's pretty good.

    Votes: 30 20.8%
  • It's alright I guess.

    Votes: 22 15.3%
  • It's pretty bad.

    Votes: 8 5.6%
  • I hate it.

    Votes: 8 5.6%
  • I've never played it.

    Votes: 40 27.8%
  • I've never even heard of it.

    Votes: 0 0.0%

I'd happily discuss it in a level rational logical analytical fashion, but so far at least, that isn't happening here AFAICT.

You're reacting to the end of a chain of posts that centered around people making wildly contrarian claims that PBTA isn't what it is, for no other logical reason other than the fact that I was the one that defined them that way, and you're going to suggest Im the one thats emotionally invested...

I can pull dozens of threads all over the internet describing these games in the exact same way. This is the only time anyone anywhere on the internet has ever tried to argue against those definitions and I can only understand this to be because I used them as negatives rather than positives, like it is most elsewhere.

And mind you, Ive given plenty of explanation and support to my thoughts, and they've largely gone unengaged and unresponded to outside of blunt denials of cherry picked lines. You aren't contributing here by following in those twos footsteps trying to tone police me.

I think this is more by contrast with things like D&D which are terrible at anything short

Mechanically they are not bad at this at all. They can require too much prep to run, which is often made up by the fact that most people just run oneshots woth characters they already have, but once the prep is done, it works just fine for short term commitments.

I've played in PbtA and FitD games that lasted over a year of weekly play. Maybe some people wouldn't consider that 'long term' but it is surely far more than some throw-away little thing as you seem to be implying.

Then you would be an outlier. These games are very reliant on its partial success design to keep the story going, so unless a table is either deliberately slowing character advancement or injecting what would effectively be homebrew story hooks, the game is going to push the overall story to a conclusion. The only other way I see, both in my own experience and in those of others, for these games to last very long is if you're not actually accomplishing all that much session to session, which also goes beyond the system.

Most likely, your tables had one of these or some mix.

It is simply EXPLORATION of all the dimensions.

Ive explained what is meant by misuse. You're not really engaging those points by asserting something I wasn't disputing or disagreeing with.

Trad D&D style games allow for fairly fixed 'paths' to be authored by an adventure designer and then played out, being interpreted through the lens of a given GM and players, but with the focus on setting and situation, not really the characters themselves.

The thing about trad games is that they aren't actually about following the guide rails on a written adventure. Thats how a lot of people run them, particularly because the biggest trad games have effectively abandoned properly supporting any other way to play, but its not actually a part of that game style, and in fact in those big games, they don't actually emphasize authored adventures as part of their core rulesets; they still present as sandboxes even if they don't support that style well.

And keep in mind, authored stories aren't incompatible with sandboxes. Non-linear storytelling is a real thing and it suits these games very well. But they take more effort to write, and so you seldom see them. Thats a problem thats also very interrelated with the problem of just deleting bad parts rather than fixing them.

so you cannot get the play experience of our Stonetop game from D&D, it simply won't happen.

You won't get the play experience of Pathfinder from DND either. You won't get the play experience of 4e from 5e, for that matter.

This isn't much of a point; games have bespoke experiences that are the totality of their mechanics and dynamics mixing with player perceptions. You won't get identical experiences unless the games actually are identifical.

That has nothing to do with what I said, however.

To try to say that only one of these is a valid use of the medium is worse than silly, its an affront to the whole endeavor!

Not at all, given thats a distortion of what I said. Words matter.

Misuse implies that the medium was simply not used to its best capabilities.

Validity however implies the problem being that the actual piece of art was wholly inappropriate for the medium, which isn't at all what I've said.

I clearly and obviously believe games are an appropriate way to explore the various kinds of stories that all of these games cover, and as should be apparent, I have very specific thoughts on how best that can be achieved which are rooted in game design principles, given Im in the long effort of developing my own system and so have these principles on my mind constantly.

Now, I won't claim to be some all-knowing expert, and people who misread my confidence for doing so should check themselves, but I have been giving these concerns a great deal of thought, as I have to understand them so I can make my own the game the best version of itself, and in practice, they have consistently checked out, and are why I not only do not consider PBTA type games to be that great for what they try to do (nevermind what they do compared to other types of games), but also don't consider most RPGs period to be all that great for what they're trying to do.

People have gotten really upset at my short opinions on PBTA, but its not because Im participating in some turf war on behalf of DND or other trad games. Learning about game design and applying what Ive learned has broken a lot of assumptions I've had about the state of these games and how they're developed, and its as a consequence actually made a great deal of games completely dead to me. Only a very relative few (namely Ironsworn, Black Hack, and DCC) have managed to not be completely abrasive to my sensibilities over the past year. (And its no surprise that in their various days all three games were considered fairly innovative)

I've said elsewhere I think the entire hobby is in a massive rut. Not just specific kinds of games, the entire hobby. A lot of conservative (not in the political sense) thinking is holding all of these games back from being greater than they are.

And to just further clarify my stance here: my own game has been incorporating mechanics that wouldn't be out of place in a PBTA game. Don't think I'd be doing that if PBTA wasn't doing something right; but I don't consider them, as game systems, to be good on the whole.
 

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Re: "writer's rooms," there are pbta games that describe themselves that way. For example, The Between p. 35

Isn’t this mostly related to The Unscene?

There’s a specific aspect of play that is removed from the characters…. something else entirely that’s going on in London. The players are as involved in that scene as the GM, and can define elements of London in it.
 

I am grateful to mamba and Emberashh for their contributions to this thread. If they hadn't decided to post, this thread would have died at post 15 or so...

Many PbtA games, in particular DW, have explicit moves where the players can in fact define the fiction and it's actually true in the world (Spout Lore). Maybe this is where the "writer's room" came from?
No
Spout Lore
When you consult your accumulated knowledge about something,
roll+Int. ✴On a 10+, the GM will tell you something interesting and
useful about the subject relevant to your situation. ✴On a 7–9, the
GM will only tell you something interesting—it’s on you to make it
useful. The GM might ask you “How do you know this?” Tell them
the truth, now.
So, as you can see from the above, it is the GM who tells YOU something. This is knowledge the character ostensibly already has, but which probably wasn't previously canonically established (I guess technically maybe the GM can tell you stuff the players already know, but I would not consider this to be very sporting).

EDIT: Not to say there are NO moves anywhere in DW, and certainly could be in other PbtA games, which allow players to say stuff. I think DW actually has one, I'd have to go mill through the playbooks to find it. Still, it isn't something that typically comes up.

Players have avenues by which to establish things. One is that the GM must ask questions, though when, on what subjects, etc. is a bit undefined. Players also control their backstory or at least bonds and alignment.
 

I am grateful to mamba and Emberashh for their contributions to this thread. If they hadn't decided to post, this thread would have died at post 15 or so...

Many PbtA games, in particular DW, have explicit moves where the players can in fact define the fiction and it's actually true in the world (Spout Lore). Maybe this is where the "writer's room" came from?

It depends on the game; its a sliding scale where from game to game you'll have different amounts of it coming into play. Something like Fellowship deliberately has it, where Monster of the Week tends to only get that way if the group already plays these games like that.

Plus, depending on how the game is played, you can very easily get into a state of fatigue trying to come up with consequences, and these games typically are a lot more forward (either deliberately or as part of the overall culture of the family) about opening that up to the table.

While it can be done very wrong, that is actually a plus of other kinds of games that have a more system forward design. When done right, the system can alleviate a great deal of the load on both players and GMs.

For instance, DCC's magic design, while it requires some prep, is a good example of that in play. Huge possibilities all designed to be relatively easy to reference and run in play. While not strictly freeform, they are very synchronous and thus don't really get in the way of the fiction. As much as it may suck when your eyes fall out of their sockets when you're climbing a mountain, it doesn't feel like its just the system fighting you.

It just tends to be the case that a lot of games don't do this right, and PBTA, as noted, seeks to solve that systemic problem by minimizing the system rather than addressing whats making the system break down.

A good example of a solution that would go in the other way from how PBTA does it, is to drop to-hit mechanics in favor of directly rolling damage against either a fixed defense value or an also rolled Defense. Its much faster, feels better, and allows for all the exact same possibilities.

This one of the earliest things I did for my game's combat system and I've even adapted it to run in DCC, just because it feels that much better.
 

No

So, as you can see from the above, it is the GM who tells YOU something. This is knowledge the character ostensibly already has, but which probably wasn't previously canonically established (I guess technically maybe the GM can tell you stuff the players already know, but I would not consider this to be very sporting).
Ah you are right. I've been playing Freebooters on the Frontier 2e beta for so long, that I forgot most of my DW moves. (FotF2e has a move Establish that the players can explicitly add something to the fiction that is true)
 

Isn’t this mostly related to The Unscene?

There’s a specific aspect of play that is removed from the characters…. something else entirely that’s going on in London. The players are as involved in that scene as the GM, and can define elements of London in it.
The book indicates the Unscene as an ultimate example of this dynamic, but applies the writers room and cinematic gameplay dynamic to the whole game.

Personally, I dont really have an opinion about whether the writers room concept applies, except that it’s clearly a concept that at least some pbta creators take a liking to.

There’s something adjacent in BitD in the Keeping the meta channel open principle
 

The book indicates the Unscene as an ultimate example of this dynamic, but applies the writers room and cinematic gameplay dynamic to the whole game.

Personally, I dont really have an opinion about whether the writers room concept applies, except that it’s clearly a concept that at least some pbta creators take a liking to.

There’s something adjacent in BitD in the Keeping the meta channel open principle

My problem with it is that I get what they’re going for… they’re pointing out that the game is less GM-led and is more collaborative. I’d prefer they just say that because the “writers’ room” comparison spawns all kinds of assumptions and suppositions by folks who aren’t familiar with the game. Those come up all the time in threads about PbtA.
 



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