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<blockquote data-quote="AbdulAlhazred" data-source="post: 8128861" data-attributes="member: 82106"><p>Frankly, I think PbtA has been a huge influence on RPG design in the past 10 years. I also think that games like Dungeon World, in particular, have been quite popular. I know I can easily get a DW game going and it is quite well-received. This is partly because of its genre-overlap with D&D, perhaps (people think "Oh, its like D&D, I can play this"). Of course it is actually NOTHING like D&D at all, virtually the antithesis of D&D in fact. This is what makes it so significant, because it has brought a whole new awareness of this type of gaming to a lot of rather trad RPG players. </p><p></p><p>And I see that the influence of PbtA spread. Newer games like BitD are clearly influenced by it, and even based on it to a degree. These are relatively popular games. Heck, PbtA is one of the most adaptable frameworks out there too. You can quite easily construct a wide range of games around it because of the lightweight infrastructure (you really just need playbooks and a bit of structure to reflect the genre conventions and goals). It maybe hard to make a REALLY GOOD PbtA game, that takes a good eye, but no worse than any other, and the investment is low!</p><p></p><p>Of course, the most recent iterations of FATE could be said to be equally easy to adapt, but it has had a lot less impact in the gaming world IME. A lot of games do owe a debt to stuff that FATE codified back in the early 2000's, but things seem to have moved on, and I think a lot of people found it too 'technical' and dry in its approach. Today's games seem much more intensely thematic at their core. This is probably the most important trend, a very high degree of thematic focus.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8128861, member: 82106"] Frankly, I think PbtA has been a huge influence on RPG design in the past 10 years. I also think that games like Dungeon World, in particular, have been quite popular. I know I can easily get a DW game going and it is quite well-received. This is partly because of its genre-overlap with D&D, perhaps (people think "Oh, its like D&D, I can play this"). Of course it is actually NOTHING like D&D at all, virtually the antithesis of D&D in fact. This is what makes it so significant, because it has brought a whole new awareness of this type of gaming to a lot of rather trad RPG players. And I see that the influence of PbtA spread. Newer games like BitD are clearly influenced by it, and even based on it to a degree. These are relatively popular games. Heck, PbtA is one of the most adaptable frameworks out there too. You can quite easily construct a wide range of games around it because of the lightweight infrastructure (you really just need playbooks and a bit of structure to reflect the genre conventions and goals). It maybe hard to make a REALLY GOOD PbtA game, that takes a good eye, but no worse than any other, and the investment is low! Of course, the most recent iterations of FATE could be said to be equally easy to adapt, but it has had a lot less impact in the gaming world IME. A lot of games do owe a debt to stuff that FATE codified back in the early 2000's, but things seem to have moved on, and I think a lot of people found it too 'technical' and dry in its approach. Today's games seem much more intensely thematic at their core. This is probably the most important trend, a very high degree of thematic focus. [/QUOTE]
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