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What do you think about Powered by the Apocalypse games?
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<blockquote data-quote="Aldarc" data-source="post: 8596545" data-attributes="member: 5142"><p>There is Apocalypse World. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> </p><p></p><p></p><p>I agree with this. Like the d20 System, Fate, or any flavor of the month system, there is a lot of "meh" and lackluster PbtA products out there. However, there are also a number of high quality products that either use PbtA (cf. Magpie Games) or were heavily influenced by it and have since become their own thing (e.g., Ironsworn, Blades in the Dark, etc.). </p><p></p><p></p><p>This is where, IMHO, Stonetop succeeds where Dungeon World fails. Jeremy Strandberg and Jason Lutes bring a tremendous wealth of experience with Dungeon World, both running and hacking it. The Stonetop playtest documents are filled to the brim with various examples of play. Stonetop is a pretty good patch for Dungeon World, with many changes addressing various issues that Jeremy and Jason have experienced as part of playing and hacking Dungeon World. </p><p></p><p></p><p>One of the things that I find incredibly new-player friendly about Ironsworn are all the flow charts in the book that help players (and/or GMs) understand not only what play is supposed to look like but how one play procedure should lead to the next. </p><p></p><p></p><p>That is an intentional part of the PbtA design. There is a certain love of "snowballing" dramatic situations among Vincent Baker and his designer peers. I recall someone else - possibly either [USER=6696971]@Manbearcat[/USER] or [USER=6785785]@hawkeyefan[/USER] - argue that PbtA was effectively designed around what happens on 7-9 dice results.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8596545, member: 5142"] There is Apocalypse World. 🤷♂️ I agree with this. Like the d20 System, Fate, or any flavor of the month system, there is a lot of "meh" and lackluster PbtA products out there. However, there are also a number of high quality products that either use PbtA (cf. Magpie Games) or were heavily influenced by it and have since become their own thing (e.g., Ironsworn, Blades in the Dark, etc.). This is where, IMHO, Stonetop succeeds where Dungeon World fails. Jeremy Strandberg and Jason Lutes bring a tremendous wealth of experience with Dungeon World, both running and hacking it. The Stonetop playtest documents are filled to the brim with various examples of play. Stonetop is a pretty good patch for Dungeon World, with many changes addressing various issues that Jeremy and Jason have experienced as part of playing and hacking Dungeon World. One of the things that I find incredibly new-player friendly about Ironsworn are all the flow charts in the book that help players (and/or GMs) understand not only what play is supposed to look like but how one play procedure should lead to the next. That is an intentional part of the PbtA design. There is a certain love of "snowballing" dramatic situations among Vincent Baker and his designer peers. I recall someone else - possibly either [USER=6696971]@Manbearcat[/USER] or [USER=6785785]@hawkeyefan[/USER] - argue that PbtA was effectively designed around what happens on 7-9 dice results. [/QUOTE]
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