AbdulAlhazred
Legend
dismissive. lol.What were you saying about being emotionally invested? Calm down.
Outlier
dismissive. lol.What were you saying about being emotionally invested? Calm down.
Outlier
Can you make this post without the thesaurus?
Possibly rude but this is incredibly hard to parse and is inundated with a lot of fluffy jargon that, frankly, sounds more like marketing than objective analysis.
What I see is a lot of expensive words that only serve to cloud what is meant.
If they can't or won't rephrase in plain language, it speaks to a refusal to actually communicate.
Case in point, it actually took nearly a minute for ChatGPT to parse the post and spit out that all it actually said is that these games don't have any structure in them that overrides the rules.
Which, of course, is baloney (the very presence of a GM disproves that notion) and doesn't actually dispute the writers room description to begin with; that description has nothing to do with overriding rules and its another bizarre strawman being pulled out of the aether to suggest it is.
NEVER OVERRIDDEN.
When they share their direct experiences, emphasizing that their gameplay doesn't mirror the "writer's room" approach, it's disheartening to witness their insights being doubted. Such skepticism further underscores the possible biases and the absence of sincere dialogue some may be introducing to this discussion.
"Possibly rude."
Alright, a reframe for your particular "thesaurus minefield" with coalitional and whatever else being out of bounds yet parse and inundated is all good?
what is it?
In the context of tabletop role-playing games (TTRPGs), PBTA stands for "Powered by the Apocalypse," which is a game system and framework. When PBTA games are described as "writer's room style," it means that they encourage collaborative storytelling and narrative development among the players, much like how a group of writers in a TV show's writer's room work together to craft a story.
Here are some key features of PBTA games that contribute to this writer's room style:
1. Narrative Focus: PBTA games prioritize storytelling over strict adherence to rules or mechanics. Players are encouraged to contribute to the narrative, adding depth and detail to the world and characters.
2. Shared Worldbuilding: Players often have a say in shaping the game world, including its history, locations, and important figures. This collaborative world-building enhances the storytelling experience.
3. Player Agency: PBTA games empower players to make meaningful choices that affect the direction of the story. These choices often lead to unexpected and dramatic outcomes.
4. Loose Rules Framework: PBTA systems typically have rules that are more flexible and open to interpretation. This allows for creativity and encourages players to describe their actions in vivid detail.
5. Moves and Triggers: PBTA games use a system of "moves" or "moves triggers" that guide the narrative based on character actions. When a player's character takes a specific action, it triggers a move, which can lead to various outcomes, creating a dynamic and evolving story.
6. Collaborative Storytelling: The Game Master (GM) in a PBTA game often shares narrative control with the players. Instead of the GM dictating the entire story, everyone works together to shape the plot and resolve conflicts.
Overall, PBTA games foster a cooperative and improvisational storytelling experience where the narrative is developed collectively, similar to how a group of writers collaborates in a writer's room to create a TV series or movie script. This approach allows for rich, character-driven narratives and unpredictable plot twists, making PBTA games a unique and engaging TTRPG experience.
. . . when I position the writers room style as being a negative, its from the perspective of valuing systemic interaction and systemic emergence, which these games fundamentally aren't capable of providing for (as they're explicitly designed in a way that minimizes that possibility).
I don't think these games are good at doing what they set out to do on their own terms; they aren't good examples of what they try to be.
My own preferences, philosophy, and thoughts on game design are meant to contextualize why Ive come to that conclusion.
But, its gone ignored because apparently people really don't want to talk about any of that. But who boy do they want to drone on and on and on about nothing.
Okay. Would you care to clarify the bolded phrases in such a way that they are more than trite, meaningless word salad?
And what, exactly, in your opinion are PbtA / "Story Now" games trying to be?
Please, enlighten us all, great guru.
Please, enlighten us all, great guru.
Im not reiterating what I've already posted just so you can predictably cherry pick it to death.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.