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Grade the Powered by the Apocalypse (PbtA) System
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<blockquote data-quote="Neonchameleon" data-source="post: 9144752" data-attributes="member: 87792"><p>For the record neither of these are considered particularly good PbtA games. Dungeon World is fairly obviously a slightly awkward mash of Apocalypse World and D&D to get a rules light system that gives you something - but not what a good PbtA game does. And The Sprawl is considered excellent for one-shots, but entirely lacks the down-time mechanics (Blades in the Dark has some excellent ones), the PCs are expected to be far more reactive and less proactive than in most PbtA games, and the genre-appropriate disposability of characters as well as their reactivity is a problem for producing the character driven stories where PbtA games are at their best.</p><p></p><p>To check these. The second is 100% true. The first is a complaint I've heard before about The Sprawl and is more about that game than about PbtA in general.</p><p></p><p>The third is that everyone needs to be into stories that steadily escalate rather than that sawtooth problem into problem solved the way D&D does than escalating and barely holding together things by the skin of their teeth. If you watch Raiders of the Lost Ark Indy basically never manages a clean success at anything. Breaking Bad is similar when Walt isn't actually making meth. I do find that Trad-trained groups find this much harder to adapt to than new gamers who don't have years of expected success.</p><p></p><p>I'd emphatically disagree here, and have a far stronger experiences of Bleed in PbtA games than most others. But as I've said Trad-trained players often find it hard to adapt, and I can see how the weaknesses of The Sprawl that requires pushing the PCs back on track would lead to that.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9144752, member: 87792"] For the record neither of these are considered particularly good PbtA games. Dungeon World is fairly obviously a slightly awkward mash of Apocalypse World and D&D to get a rules light system that gives you something - but not what a good PbtA game does. And The Sprawl is considered excellent for one-shots, but entirely lacks the down-time mechanics (Blades in the Dark has some excellent ones), the PCs are expected to be far more reactive and less proactive than in most PbtA games, and the genre-appropriate disposability of characters as well as their reactivity is a problem for producing the character driven stories where PbtA games are at their best. To check these. The second is 100% true. The first is a complaint I've heard before about The Sprawl and is more about that game than about PbtA in general. The third is that everyone needs to be into stories that steadily escalate rather than that sawtooth problem into problem solved the way D&D does than escalating and barely holding together things by the skin of their teeth. If you watch Raiders of the Lost Ark Indy basically never manages a clean success at anything. Breaking Bad is similar when Walt isn't actually making meth. I do find that Trad-trained groups find this much harder to adapt to than new gamers who don't have years of expected success. I'd emphatically disagree here, and have a far stronger experiences of Bleed in PbtA games than most others. But as I've said Trad-trained players often find it hard to adapt, and I can see how the weaknesses of The Sprawl that requires pushing the PCs back on track would lead to that. [/QUOTE]
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