Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: You're Playing it Wrong!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 9154607" data-attributes="member: 82106"><p>I'm not sure what you mean by that. I mean, PbtA (and DW specifically) has basically 4-ish classes of rules:</p><p>1. Basic constitutive rules - this is the 'onion', conversation, moves (in a general sense), playbooks, and who is responsible for handling which things.</p><p>2. Moves - these are generally very specific rules, though some of them can be nearly generalized, like Defy Danger. Each move is a specific rule of its own within the constitutive 'here is how you resolve a move' type 1 rule.</p><p>3. Supporting mechanics - this includes things like equipment and tags, encumbrance, hit points, money, and maybe certain supporting moves that are really more general than specific, like Carouse and such.</p><p>4. Agenda and Principles - this is the 'what are we doing and how' in the sense of what is the game about and how do apply the rest of the rules in order to get that.</p><p></p><p>Some of these rules are quite narrow and specific (IE certain spells and other class moves). Some are very general (the agenda), rules in the first category generally. I think the more general ones are actually the hardest to get right, and you will note that most PbtA games don't muck a lot with those! DW draws heavily from AW here, BUT it does adjust the agenda somewhat. Likewise DW changes the playbooks and the moves greatly, though certainly there's a good bit of commonality with AW there.</p><p></p><p>The two games have wildly varying supporting mechanics, with DW's gear system and hit points being rather different from AW's, though not as much different as later PbtAs often are.</p><p></p><p>If I want to hack DW or AW, its not THAT hard! Making additional playbooks, while it could be tricky in some sense, is fairly straightforward, no more difficult than writing a class would be for D&D, and probably easier. Creating a whole new PbtA with its own agenda, yeah, that's going to be work, but so is any game design. Its no less profound than writing a whole new d20 game using 5e as a basis. </p><p></p><p>And I don't think DW is any more extensive than other PbtAs that I have encountered. AW (2e at least) is in the same ballpark, and Stonetop has similar heft (though it is still not a finished game). Not sure about other PbtAs, but I get the feeling they're in the same league, at 200-ish pages (but generally a lot less typographically dense than say D&D is).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9154607, member: 82106"] I'm not sure what you mean by that. I mean, PbtA (and DW specifically) has basically 4-ish classes of rules: 1. Basic constitutive rules - this is the 'onion', conversation, moves (in a general sense), playbooks, and who is responsible for handling which things. 2. Moves - these are generally very specific rules, though some of them can be nearly generalized, like Defy Danger. Each move is a specific rule of its own within the constitutive 'here is how you resolve a move' type 1 rule. 3. Supporting mechanics - this includes things like equipment and tags, encumbrance, hit points, money, and maybe certain supporting moves that are really more general than specific, like Carouse and such. 4. Agenda and Principles - this is the 'what are we doing and how' in the sense of what is the game about and how do apply the rest of the rules in order to get that. Some of these rules are quite narrow and specific (IE certain spells and other class moves). Some are very general (the agenda), rules in the first category generally. I think the more general ones are actually the hardest to get right, and you will note that most PbtA games don't muck a lot with those! DW draws heavily from AW here, BUT it does adjust the agenda somewhat. Likewise DW changes the playbooks and the moves greatly, though certainly there's a good bit of commonality with AW there. The two games have wildly varying supporting mechanics, with DW's gear system and hit points being rather different from AW's, though not as much different as later PbtAs often are. If I want to hack DW or AW, its not THAT hard! Making additional playbooks, while it could be tricky in some sense, is fairly straightforward, no more difficult than writing a class would be for D&D, and probably easier. Creating a whole new PbtA with its own agenda, yeah, that's going to be work, but so is any game design. Its no less profound than writing a whole new d20 game using 5e as a basis. And I don't think DW is any more extensive than other PbtAs that I have encountered. AW (2e at least) is in the same ballpark, and Stonetop has similar heft (though it is still not a finished game). Not sure about other PbtAs, but I get the feeling they're in the same league, at 200-ish pages (but generally a lot less typographically dense than say D&D is). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: You're Playing it Wrong!
Top