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<blockquote data-quote="Aldarc" data-source="post: 8109874" data-attributes="member: 5142"><p>I do think that Burning Wheel has been influential for many indie designers, as it's still a game system that gets a lot of praise from current-gen designers. </p><p></p><p></p><p></p><p>In the case of some of the games that [USER=6785785]@hawkeyefan[/USER] listed, they are straight-up run with the Powered by the Apocalypse engine (e.g., Masks, Urban Shadows, etc.).</p><p></p><p>I would likewise point to the Forged in the Dark games, as Blades in the Dark was built on a highly modified PbtA engine that exchanges 2d6 + stat for a d6 die pool with possible variable effect and position while also removing triggered moves in favor of PC actions.</p><p></p><p>Likewise so is the solo RPG <a href="https://www.drivethrurpg.com/product/238369/Ironsworn" target="_blank">Ironsworn</a>. Ironsworn forgoes playbooks for "build-a-bear" PC customization. And it uses a d6+stat against 2d10 but it's engine is AW adjacent, as rolling is done via triggered moves to generate failure, complicated success, and success resolution. The creator even said that he designed Ironsworn because PbtA was not quite working right for his goals of creating a solo RPG.</p><p></p><p>You can even see the influence of AW, especially the use of playbooks, outside of its family of games: e.g., Fate developed playbook-like Mantles (e.g., Dresden Files Accelerated) and so did the OSR game Beyond the Wall & Other Adventures.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8109874, member: 5142"] I do think that Burning Wheel has been influential for many indie designers, as it's still a game system that gets a lot of praise from current-gen designers. In the case of some of the games that [USER=6785785]@hawkeyefan[/USER] listed, they are straight-up run with the Powered by the Apocalypse engine (e.g., Masks, Urban Shadows, etc.). I would likewise point to the Forged in the Dark games, as Blades in the Dark was built on a highly modified PbtA engine that exchanges 2d6 + stat for a d6 die pool with possible variable effect and position while also removing triggered moves in favor of PC actions. Likewise so is the solo RPG [URL='https://www.drivethrurpg.com/product/238369/Ironsworn']Ironsworn[/URL]. Ironsworn forgoes playbooks for "build-a-bear" PC customization. And it uses a d6+stat against 2d10 but it's engine is AW adjacent, as rolling is done via triggered moves to generate failure, complicated success, and success resolution. The creator even said that he designed Ironsworn because PbtA was not quite working right for his goals of creating a solo RPG. You can even see the influence of AW, especially the use of playbooks, outside of its family of games: e.g., Fate developed playbook-like Mantles (e.g., Dresden Files Accelerated) and so did the OSR game Beyond the Wall & Other Adventures. [/QUOTE]
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