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<blockquote data-quote="aramis erak" data-source="post: 8211672" data-attributes="member: 6779310"><p>PBTA, Powered By the Apocalyse; synonymous with AWE, or Apocalypse World Engine.</p><p></p><p>These core elements dominate the AWE/PBTA commonality</p><p>1. Playbooks. Archetypes rendered in a 2-4 page booklet</p><p>2. Moves: only specific actions are mechanically presented, and are on theme. Usually, each playbook has at least one the others don't.</p><p>3. a singular difficulty and 3 potential outcomes on it (≤6="fail", 7-9= Success+Complication, ≥10= Success); most used 2d6+Skill.</p><p>Another uses 2×(1d10+skill), each vs (IIRC) 7+, neither hitting is fail, one hitting is complicated success, 2 hitting success.</p><p>4. Low GM input (but not low GM impact!) </p><p> </p><p></p><p> </p><p> Play? probably. Players narrate until they do something the GM (or the other players) think is a move; if you want to make a move, you are, by the rules, required to narrate the triggering action, not state the move.</p><p></p><p>The GM's role is to declare things moves, to narrate on behalf of NPCs, and to stir the pot when things get slow. How much this requires is variable by which game. Some are almost entirely responsive - only player actions introduce new things; others are more traditional. The hardest part varies.</p><p>In looking at AW itself, the hardest part for experienced GMs is the hands off approach, and for players is that they are expected to generate the story by their own narrations and even PVP.</p><p></p><p> I've only played one game that's part of the PBTA approach, and it's far enough out that many don't acknowledge it as such... Sentinel Comics. I've bought a couple, and read a bunch more...</p><p>It's not any more tiring to run than most other modern games. It's also on the more traditional side; Everyone gets a turn in the round, the GM runs NPCs, GM creates 2-5 encounters for an issue, which make a plot, and players resolve the encounter however their powers and creativity apply.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8211672, member: 6779310"] PBTA, Powered By the Apocalyse; synonymous with AWE, or Apocalypse World Engine. These core elements dominate the AWE/PBTA commonality 1. Playbooks. Archetypes rendered in a 2-4 page booklet 2. Moves: only specific actions are mechanically presented, and are on theme. Usually, each playbook has at least one the others don't. 3. a singular difficulty and 3 potential outcomes on it (≤6="fail", 7-9= Success+Complication, ≥10= Success); most used 2d6+Skill. Another uses 2×(1d10+skill), each vs (IIRC) 7+, neither hitting is fail, one hitting is complicated success, 2 hitting success. 4. Low GM input (but not low GM impact!) Play? probably. Players narrate until they do something the GM (or the other players) think is a move; if you want to make a move, you are, by the rules, required to narrate the triggering action, not state the move. The GM's role is to declare things moves, to narrate on behalf of NPCs, and to stir the pot when things get slow. How much this requires is variable by which game. Some are almost entirely responsive - only player actions introduce new things; others are more traditional. The hardest part varies. In looking at AW itself, the hardest part for experienced GMs is the hands off approach, and for players is that they are expected to generate the story by their own narrations and even PVP. I've only played one game that's part of the PBTA approach, and it's far enough out that many don't acknowledge it as such... Sentinel Comics. I've bought a couple, and read a bunch more... It's not any more tiring to run than most other modern games. It's also on the more traditional side; Everyone gets a turn in the round, the GM runs NPCs, GM creates 2-5 encounters for an issue, which make a plot, and players resolve the encounter however their powers and creativity apply. [/QUOTE]
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