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How to find the "joy of prep" in PbtA games?
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<blockquote data-quote="thefutilist" data-source="post: 9454687" data-attributes="member: 7044566"><p>To echo what others are saying, you could always switch up systems and in fact still use PbtA style systems if you wanted.</p><p></p><p>So if you were doing it with Apocalypse World say. You'd still run the first session as is suggested in the book. Then afterwards you can go crazy with the world building. Then what you do, is just change the way you use the resolution system so that no new world facts are introduced or changed.</p><p></p><p>In effect you've created a little sand box and the plot is still free to go certain ways but the places, people and all that stuff are fixed.</p><p></p><p>For example:</p><p></p><p>You can create groups of people and then individual npc's and the stuff they have. So for example if you know the mutant raiders are to the north in the old power station. You can crate what that power station is like, it's history, who the mutant leader is, some his henchmen, what weapons they have, the relationships between them, what they want.</p><p></p><p>Then when people roll a miss, just narrate it more like you would with in a more sim rpg. You have them fail at what they were trying.</p><p></p><p>So for instance. If the mutant gang keeps the satellite uplink in the vault. Then just treat that as an established fact. If a player tries to open the vault and rolls a miss. Then they just fail to open it. Don't change where the satellite uplink is, or change what it is or any of that type of stuff.</p><p></p><p>I find this a really fun way to play because it's more like seeing how the interactions between people play out rather than plot being created if that distinction makes sense.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9454687, member: 7044566"] To echo what others are saying, you could always switch up systems and in fact still use PbtA style systems if you wanted. So if you were doing it with Apocalypse World say. You'd still run the first session as is suggested in the book. Then afterwards you can go crazy with the world building. Then what you do, is just change the way you use the resolution system so that no new world facts are introduced or changed. In effect you've created a little sand box and the plot is still free to go certain ways but the places, people and all that stuff are fixed. For example: You can create groups of people and then individual npc's and the stuff they have. So for example if you know the mutant raiders are to the north in the old power station. You can crate what that power station is like, it's history, who the mutant leader is, some his henchmen, what weapons they have, the relationships between them, what they want. Then when people roll a miss, just narrate it more like you would with in a more sim rpg. You have them fail at what they were trying. So for instance. If the mutant gang keeps the satellite uplink in the vault. Then just treat that as an established fact. If a player tries to open the vault and rolls a miss. Then they just fail to open it. Don't change where the satellite uplink is, or change what it is or any of that type of stuff. I find this a really fun way to play because it's more like seeing how the interactions between people play out rather than plot being created if that distinction makes sense. [/QUOTE]
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How to find the "joy of prep" in PbtA games?
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