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<blockquote data-quote="Eyes of Nine" data-source="post: 8163261" data-attributes="member: 99786"><p>(joining this necro due to x-post from another thread)</p><p>You know, the thing about PbtA is that it feels "easy" to create a PbtA game (hint: it's not) because the structure feels really apparent: Playbooks, Moves that include 6-, 7-9, 10+ results, Agendas, Principles and boom - you've got yourself a PbtA game. And at the same time creating all that stuff REQUIRES you to integrate setting into the rules. If you take a look at the playbook names between Dungeon World, Apocalypse World, The Veil, Urban Shadows, Monsterhearts ad infinitum you immediately can tell what the game is based on just the names of the playbooks. Because that was required, it also required the creator to have a <em>strong vision</em> of their setting that they could communicate via the rules. This in turn gave readers (GMs and Players both) a strong sense of the vision - and therefore made play more easily replicate the cultural touchstones that gave birth to the setting in the first place.</p><p></p><p></p><p>I think that's why PbtA took off so strong in the first 3/4s of the 10's. That said, just about every possible cultural touchstone that resonates with the RPG nerdiverse has been mined - so the game is played out.</p><p></p><p>I feel like whatever comes next is going to also very strongly encourage setting melded with rules as well as provide a sense of simplicity (whether illusionary as in PbtA or real as in Descended from the Queen). Honestly, my expectation is that the next wave of games are going to be more along the lines of <em>For the Queen</em> rather than more traditional games like Y0E or BRP/Pendragon or Gumshoe.</p><p></p><p>I also curious to see what 2020's forcing function for 99% of us to move to online gaming how that will impact game design going forward. Based on what I've seen said on this forum and others is that a good proportion of folks won't be going back to f2f games, or those will be a rarity.</p></blockquote><p></p>
[QUOTE="Eyes of Nine, post: 8163261, member: 99786"] (joining this necro due to x-post from another thread) You know, the thing about PbtA is that it feels "easy" to create a PbtA game (hint: it's not) because the structure feels really apparent: Playbooks, Moves that include 6-, 7-9, 10+ results, Agendas, Principles and boom - you've got yourself a PbtA game. And at the same time creating all that stuff REQUIRES you to integrate setting into the rules. If you take a look at the playbook names between Dungeon World, Apocalypse World, The Veil, Urban Shadows, Monsterhearts ad infinitum you immediately can tell what the game is based on just the names of the playbooks. Because that was required, it also required the creator to have a [I]strong vision[/I] of their setting that they could communicate via the rules. This in turn gave readers (GMs and Players both) a strong sense of the vision - and therefore made play more easily replicate the cultural touchstones that gave birth to the setting in the first place. I think that's why PbtA took off so strong in the first 3/4s of the 10's. That said, just about every possible cultural touchstone that resonates with the RPG nerdiverse has been mined - so the game is played out. I feel like whatever comes next is going to also very strongly encourage setting melded with rules as well as provide a sense of simplicity (whether illusionary as in PbtA or real as in Descended from the Queen). Honestly, my expectation is that the next wave of games are going to be more along the lines of [I]For the Queen[/I] rather than more traditional games like Y0E or BRP/Pendragon or Gumshoe. I also curious to see what 2020's forcing function for 99% of us to move to online gaming how that will impact game design going forward. Based on what I've seen said on this forum and others is that a good proportion of folks won't be going back to f2f games, or those will be a rarity. [/QUOTE]
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