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<blockquote data-quote="Faolyn" data-source="post: 9146936" data-attributes="member: 6915329"><p>See, I'd disagree with the latter part. There's nearly 50 years of DM guidance, a lot of it very, very good and nearly all of it transferable to other games. It just hasn't been put into a single list the way PbtA games do. MotW has "reveal future badness" as a Keeper move and "put horror in everyday situations" on a Keeper agenda. There's an entire chapter of how to run horror games in Van Richten's Guide to Ravenloft which basically says these exact same things and supports the playstyle. In fact, I learned a great deal how to run horror from 2e Ravenloft.</p><p></p><p>It's just that, as I said, there's no single list. You have to look in a lot of books and magazines that have been published over the years, which a lot of younger gamers simply don't have access to.</p><p></p><p>Like, I'm working on a "Powered By The Requiem"--PbtA-style Vampire: the Requiem. I posted what I had to Reddit and got seriously downvoted because I had not yet done Storyteller moves or agendas. People insisted they <em>had </em>to be done first, were <em>the </em>most important part of the game; that the <em>only </em>true way to tell what a PbtA game is supposed to be like, and the <em>only </em>way to judge a playbook, was to read the moves and agenda first. Oh, and that the rules had to be followed exactly and you weren't allowed to change anything.</p><p></p><p>(This is ignoring that Vince Baker said to create your own game in whatever order feels most comfortable to you.) Literally the only useful advice I got was from 1-2 people who were fans of Vampire to begin with. It was quite disheartening to have my desire for constructive criticism to be answered with what amounted to "you're doing it wrong."</p><p></p><p>But I, who have been gaming since the early 90s (yes, I'm a babe in comparison to many of the people here, but old in comparison to many of the people on Reddit), and who had been running horror games since long before MotW was ever published, had read the agendas and moves from several different games. There was nothing particularly noteworthy about them, because they were standard for just about every horror game I had ever read or played in. But to many of the PbtA players, they were new ideas.</p><p></p><p></p><p>I mean, MotW has a "Mystery Countdown," which provides the story beats. I'm not talking about plotting every step of an adventure out.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9146936, member: 6915329"] See, I'd disagree with the latter part. There's nearly 50 years of DM guidance, a lot of it very, very good and nearly all of it transferable to other games. It just hasn't been put into a single list the way PbtA games do. MotW has "reveal future badness" as a Keeper move and "put horror in everyday situations" on a Keeper agenda. There's an entire chapter of how to run horror games in Van Richten's Guide to Ravenloft which basically says these exact same things and supports the playstyle. In fact, I learned a great deal how to run horror from 2e Ravenloft. It's just that, as I said, there's no single list. You have to look in a lot of books and magazines that have been published over the years, which a lot of younger gamers simply don't have access to. Like, I'm working on a "Powered By The Requiem"--PbtA-style Vampire: the Requiem. I posted what I had to Reddit and got seriously downvoted because I had not yet done Storyteller moves or agendas. People insisted they [I]had [/I]to be done first, were [I]the [/I]most important part of the game; that the [I]only [/I]true way to tell what a PbtA game is supposed to be like, and the [I]only [/I]way to judge a playbook, was to read the moves and agenda first. Oh, and that the rules had to be followed exactly and you weren't allowed to change anything. (This is ignoring that Vince Baker said to create your own game in whatever order feels most comfortable to you.) Literally the only useful advice I got was from 1-2 people who were fans of Vampire to begin with. It was quite disheartening to have my desire for constructive criticism to be answered with what amounted to "you're doing it wrong." But I, who have been gaming since the early 90s (yes, I'm a babe in comparison to many of the people here, but old in comparison to many of the people on Reddit), and who had been running horror games since long before MotW was ever published, had read the agendas and moves from several different games. There was nothing particularly noteworthy about them, because they were standard for just about every horror game I had ever read or played in. But to many of the PbtA players, they were new ideas. I mean, MotW has a "Mystery Countdown," which provides the story beats. I'm not talking about plotting every step of an adventure out. [/QUOTE]
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