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Official RPG for Avatar: The Last Airbender and The Legend of Korra announced
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<blockquote data-quote="Skywalker" data-source="post: 8189104" data-attributes="member: 1538"><p>FWIW a Dragon Prince RPG has been announced using Cortex.</p><p></p><p></p><p>PbtA attempts to demystify the traditional RPG process with a set of simple and clear rules. Most of the issues I have seen are from experienced RPGers who see this as being unnecessary (as they already know the process) and too structured (as matters that are often left to vague guidelines and suggestions are worded as clear step by step instructions). Despite this, in practice, neither of these really bear out as PbtA actually runs almost identical to a traditional RPG. However, the change in presentation can present a hurdle to some. On the flipside, PbtA's approach actually makes it great for RPGers with little to no experience as they can follow the rulebook with little guesswork.</p><p></p><p>Another issue that I sometimes see is that PbtA RPGs have a high narrative focus. The fiction is given its own weight. As such, the mechanics are often lighter than a traditional games as it is expected that something established in the game will be respected and incorporated by all players when they narrate further. For example, if a PC is injured, then there may not be a lot of rules imposing the exact mechanical impact of the injury. Instead, the group is expected to apply the rules from that point taken the injury into account. If the PC needs to walk a distance, then the GM may activate a move such as Endure Harm, that the GM may not have called for with a healthy PC. This can take some getting used to as it has a narrative rather than physics perspective, but it generally has the result of lightening the rules considerable and keeping the focus on narrative, which seems a good fit for Avatar.</p><p></p><p>In my experience, PbtA plays great. As a player, you get good niche protection in terms of abilities and story and clear set of cool crunchy powers. As a GM, you have a lot of discretion and a lot less rules, which allows you to run things more easily on the fly and incorporate the PC choices and actions more readily in the game, engaging the players as their PCs get a ton of spotlighting.</p><p></p><p>It also has a strong "yes but" core to its rules, which means that the PCs will generally succeed at what they set their mind too, but often at a cost. The success helps the players feel engaged and the cost helps keep the story moving forward in interesting ways. Its a great system to encourage players to embrace complication as a way to more interesting RPing.</p><p></p><p>There is a quickstart for the Root RPG, another licenced RPG that Magpie are doing, on DTRPG here: <a href="https://www.drivethrurpg.com/product/318429/Root-The-Pellenicky-Glade-Quickstart" target="_blank">Root: The Pellenicky Glade Quickstart - Magpie Games | Root: The Tabletop Roleplaying Game | DriveThruRPG.com</a>. The rules are likely to be very different and much expanded in terms of explanation, but it may give you insight into what things may look like from a high level.</p></blockquote><p></p>
[QUOTE="Skywalker, post: 8189104, member: 1538"] FWIW a Dragon Prince RPG has been announced using Cortex. PbtA attempts to demystify the traditional RPG process with a set of simple and clear rules. Most of the issues I have seen are from experienced RPGers who see this as being unnecessary (as they already know the process) and too structured (as matters that are often left to vague guidelines and suggestions are worded as clear step by step instructions). Despite this, in practice, neither of these really bear out as PbtA actually runs almost identical to a traditional RPG. However, the change in presentation can present a hurdle to some. On the flipside, PbtA's approach actually makes it great for RPGers with little to no experience as they can follow the rulebook with little guesswork. Another issue that I sometimes see is that PbtA RPGs have a high narrative focus. The fiction is given its own weight. As such, the mechanics are often lighter than a traditional games as it is expected that something established in the game will be respected and incorporated by all players when they narrate further. For example, if a PC is injured, then there may not be a lot of rules imposing the exact mechanical impact of the injury. Instead, the group is expected to apply the rules from that point taken the injury into account. If the PC needs to walk a distance, then the GM may activate a move such as Endure Harm, that the GM may not have called for with a healthy PC. This can take some getting used to as it has a narrative rather than physics perspective, but it generally has the result of lightening the rules considerable and keeping the focus on narrative, which seems a good fit for Avatar. In my experience, PbtA plays great. As a player, you get good niche protection in terms of abilities and story and clear set of cool crunchy powers. As a GM, you have a lot of discretion and a lot less rules, which allows you to run things more easily on the fly and incorporate the PC choices and actions more readily in the game, engaging the players as their PCs get a ton of spotlighting. It also has a strong "yes but" core to its rules, which means that the PCs will generally succeed at what they set their mind too, but often at a cost. The success helps the players feel engaged and the cost helps keep the story moving forward in interesting ways. Its a great system to encourage players to embrace complication as a way to more interesting RPing. There is a quickstart for the Root RPG, another licenced RPG that Magpie are doing, on DTRPG here: [URL="https://www.drivethrurpg.com/product/318429/Root-The-Pellenicky-Glade-Quickstart"]Root: The Pellenicky Glade Quickstart - Magpie Games | Root: The Tabletop Roleplaying Game | DriveThruRPG.com[/URL]. The rules are likely to be very different and much expanded in terms of explanation, but it may give you insight into what things may look like from a high level. [/QUOTE]
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