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Grade the Powered by the Apocalypse (PbtA) System
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9146766" data-attributes="member: 82106"><p>PbtA games COULD put as much or little emphasis on combat as desired. In other words there could be, potentially, a game with dozens of moves dedicated to various nuances of combat (of whatever type the game focuses on, melee, firearms, MA, whatever). In AW (and DW, which is also very influential) 'combat' is not really an explicit topic. There's definitely some conventions about it, and each game includes a couple of elementary moves, but there isn't a 'combat procedure' in either of these games, you simply narrate doing 'combat stuff' and the GM will presumably trigger these elementary moves as appropriate, and the appropriate kind of fiction will result. So, you are correct, there's not a 'focus' on combat, but even in DW it can definitely be a significant aspect of play. </p><p></p><p>That being said, unlike D&D or any of its derivatives, its pretty easy to make a PbtA in which combat is either non-existent, or occupies a very limited and maybe even fairly abstract place. Certainly in AW the milieu itself is fairly violent, but the degree to which downright fights to the death need to happen could vary a lot, and the game is focused more on 'social anomie' than combat per se.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9146766, member: 82106"] PbtA games COULD put as much or little emphasis on combat as desired. In other words there could be, potentially, a game with dozens of moves dedicated to various nuances of combat (of whatever type the game focuses on, melee, firearms, MA, whatever). In AW (and DW, which is also very influential) 'combat' is not really an explicit topic. There's definitely some conventions about it, and each game includes a couple of elementary moves, but there isn't a 'combat procedure' in either of these games, you simply narrate doing 'combat stuff' and the GM will presumably trigger these elementary moves as appropriate, and the appropriate kind of fiction will result. So, you are correct, there's not a 'focus' on combat, but even in DW it can definitely be a significant aspect of play. That being said, unlike D&D or any of its derivatives, its pretty easy to make a PbtA in which combat is either non-existent, or occupies a very limited and maybe even fairly abstract place. Certainly in AW the milieu itself is fairly violent, but the degree to which downright fights to the death need to happen could vary a lot, and the game is focused more on 'social anomie' than combat per se. [/QUOTE]
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