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Ben Riggs: 'The Golden Age of TTRPGs is Dead'
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<blockquote data-quote="Campbell" data-source="post: 9306631" data-attributes="member: 16586"><p>When it comes to games like Apocalypse World, Blades in the Dark, Masks, et al. I think they are extremely approachable for players, but they are not games one should run without taking their time to really dig into the specific game. Even games as similar on the surface as Apocalypse World, Masks, Monsterhearts and Apocalypse Keys all call for very different approaches when it comes to running them. Different principles, different sorts of GM moves, different approaches to prep, etc.</p><p></p><p>One of the biggest mistakes I see many PbtA GMs make is assuming because they have run one PbtA game they know how to run this other PbtA game. The basic GM move structure is likely still the same, but several core elements in how the games are intended to be structured will drastically differ. Masks arc structure, influence GM moves and playbook specific GM moves require a remarkably different set of GM skills than Apocalypse World's threats, gigs and PC-NPC-PC triangles designed to put pressure on PC relationships.</p><p></p><p>[Insert brief rant about treating indie games like side courses instead of the main dishes they are often designed to be]</p></blockquote><p></p>
[QUOTE="Campbell, post: 9306631, member: 16586"] When it comes to games like Apocalypse World, Blades in the Dark, Masks, et al. I think they are extremely approachable for players, but they are not games one should run without taking their time to really dig into the specific game. Even games as similar on the surface as Apocalypse World, Masks, Monsterhearts and Apocalypse Keys all call for very different approaches when it comes to running them. Different principles, different sorts of GM moves, different approaches to prep, etc. One of the biggest mistakes I see many PbtA GMs make is assuming because they have run one PbtA game they know how to run this other PbtA game. The basic GM move structure is likely still the same, but several core elements in how the games are intended to be structured will drastically differ. Masks arc structure, influence GM moves and playbook specific GM moves require a remarkably different set of GM skills than Apocalypse World's threats, gigs and PC-NPC-PC triangles designed to put pressure on PC relationships. [Insert brief rant about treating indie games like side courses instead of the main dishes they are often designed to be] [/QUOTE]
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Ben Riggs: 'The Golden Age of TTRPGs is Dead'
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