PbtAr or something.
How the heck are people going to pronounce that? "pub-tar?
PbtAr or something.
Because it doesn't play like D&D. The absolute biggest thing to change is that PbtA games do not use the D&D style check system where a failure means you just don't do something. A check is a test to see who gets to say what about the fiction -- if you succeed, you get to say what happens because you succeed at what you were trying to do. If you fail, the GM gets to say what happens, and will make things worse for you. At no point does the GM get a 'turn' in the way they do in D&D -- they set the scene, establish the immediate peril, and play moves forward with the players reacting. This requires a great deal more from the players because you're not trying to get the GM to tell you more about the world or the situation or to figure out how you "solve" it, but rather you're making moves that then change what's going on in a major way. Failed checks are the closest the GM gets to having a turn, in that they can then make a move that will complicate the situation or cause harm/consequence to the players. And this harm is much more broad than losing hps, as the GM is supposed to put direct pressure on the things the PCs care about. None of it is guided play like in D&D, though.A problem I have with the manual: half of the time I have no friggin' idea what it's trying to say.
Yeah, While I’m okay with the mechanics if they fit the genre/approach the writers could have easily used “if you get intimate with another character …” rather than “if you have sex with another character…” and applied the same mechanics without the same ickinessIt doesn't have to be, but it is generally phrased that way, as I recall it. And just because it isn't graphic sex does not mean it is a thing one wants to play with just any GM.
Yeah the Fronts and Frameworks of PbtA are a great tool and one I’ve adopted for use in other games including D&D - it succintly covers NPC motivation, plot milestones and setting flavour on a convenient A4 sheetThere are a LOT of RPGs built on the Apocalypse World game engine: i.e., Powered by the Apocalypse. I have not played Apocalypse World, but I have played several of these other games and their kin.
It's more accurate to say that the Master of Ceremonies (MC) does not prep storylines in advance. They may prep a scenario or scene framing, but not a plot or a story. It's a game engine that, on the whole, resists railroading. However, MCs do have what are called "Fronts," which are like linked background threats (e.g., factions, events, etc.) that the MC uses for the opposition for the PCs that may come into play. Like if this were D&D, then one front may be "a hobgoblin warlord assembling an army on the border of the kingdom," while another may be "hidden cultists of Orcus among the nobility," or "festering evil lurks in the Dark Forest."
From there it will be the MC's job to put opposition and challenges in front of your characters that make their lives interesting and exciting. Your characters will have plenty of hooks built in that the MC can play off of. The story will propel forward as a result of your character choices in the fiction and rolls triggered from them: i.e., moves. Your complicated successes and failures will likewise trigger GM moves, which will further propel the action forward.
The story is emergent rather than pre-prepped and plotted out. Apocalypse World (and, by extension, PbtA games) is less interested in your character's power progression and more interested in the drama, conflict, and snowballing action that results from the choices your character makes and the subsequent consequences of your successes and failures.
I've read AW, but not played or ran it. I've ran a few sessions of PbtA games: Ironsworn and Zombie World, both of which (as someone else said) are AW-adjacent. That's probably why I like both of them (and I really like Zombie World).Has anybody tried that rpg?