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Grade the Powered by the Apocalypse (PbtA) System
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9146958" data-attributes="member: 82106"><p>This is rather an odd kind of statement, especially about PbtA as a category of games. PbtA games USUALLY DO and CERTAINLY CAN include almost any arbitrary mechanics, just as other types of RPGs do and can. Dungeon World for instance has quite a few. It has ability modifiers, alignment, bonds, a hit point/harm system, a system for inventory/gear, a whole subsystem of tags which can be used to attach special mechanics to things (and a bunch of tag definitions). This is all on top of the core game play process and its 'throw 2d6 to resolve a move' core mechanism. There are some other GM-side subsystems as well, related to fronts, GM moves, customizing moves, NPC/Monster nature and motivations, etc. AW has roughly similar mechanical heft. The move architecture also EMBODIES many of the things that other games simply place in free-standing rules or subsystems, such as how combat works, social interaction mechanics, etc. These are supplemented by whatever is in the playbooks, which can cover almost anything (DW has at least one magic system, rules for 'thief stuff', bards, etc.).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9146958, member: 82106"] This is rather an odd kind of statement, especially about PbtA as a category of games. PbtA games USUALLY DO and CERTAINLY CAN include almost any arbitrary mechanics, just as other types of RPGs do and can. Dungeon World for instance has quite a few. It has ability modifiers, alignment, bonds, a hit point/harm system, a system for inventory/gear, a whole subsystem of tags which can be used to attach special mechanics to things (and a bunch of tag definitions). This is all on top of the core game play process and its 'throw 2d6 to resolve a move' core mechanism. There are some other GM-side subsystems as well, related to fronts, GM moves, customizing moves, NPC/Monster nature and motivations, etc. AW has roughly similar mechanical heft. The move architecture also EMBODIES many of the things that other games simply place in free-standing rules or subsystems, such as how combat works, social interaction mechanics, etc. These are supplemented by whatever is in the playbooks, which can cover almost anything (DW has at least one magic system, rules for 'thief stuff', bards, etc.). [/QUOTE]
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