When you get a move from another archetype can you take the primary (obligatory) move from that archetype?
e.g. The Immortal marking “ I’ve Seen Better Days: Choose
a move from another archetype.” to take the King’s “King of the Castle: You have
a crew of around fifteen to twenty people and a headquarters from
which you run things. Detail your headquarters with the MC…”
Apologies if this is made clear in the rules; I’ve only browsed them and am brainstorming characters for an upcoming game.
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I’m pretty sure changing playbooks in most PbtA games means starting as if you’re creating a new character with the new playbook – so you get all automatic moves and equipment and the like.
Any sort of nuance should be discussed with the table at large.
It’s left vague in many PbtA games. Note: the question was about taking the advancement “move from another playbook”, not “change to another playbook”
I usually play it that you cannot take features that are essential natures of the playbooks not described as explicit moves. That’s what changing to another playbook is for (where you keep your old moves as long as fictionally applicable).
Now, US archetypes are laid out neatly that it looks like you can take them but it feels like it might undercut the “change to a new archetype” advancement. And it might not make much sense without other details.
Most important thing is the fiction, though. It needs to be rooted and there are cases imaginable where the fiction demands moves from other archetypes. Like it is easier to see an old Vamp take the Veteran starting one. But if you took Channeling then you essentially have a “useless” move because you don’t have any spells (because they are archetype not move specific).
But, you might have gotten access to a spell through the fiction…
Does that make sense?
Mathias Belger shit. Move from another archetype. Got it wrong.
And yeah US archetypes are setup so like you can’t really get the cool stuff – Vamp’s Web, Faerie Magic, Veterans Workspace – these things are not moves you can buy.
I think you could definitely take the crew one though.
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We rule on a case by case basis depending on what’s already in play and what makes sense. Like, we have a Wizard PC already, so I’d say other PCs should not take Channeling. But we don’t have The Aware, so I let the Veteran take that archetype’s signature move because it still seemed to make sense and didn’t deprive anybody else of their special niche.
Yeah, I wouldn’t ever double up on another archetype’s move, primary or no.
Thanks for the responses all.
I don’t own the final rules yet. I’ll fix that now since I’ll be playing in a game soon! 🙂
I was referencing an Archetypes 1.1 document. I really like the King. I’ll have check if some of their moves made it into the Finalv3 playbooks.
Got my own copy of the rules and the download for the ten final core classes. Is there a reason the Immortal and the King are no longer among the standard classes? Are there some particular things I should look out for if I decide to use any of the 1.1 Archetypes?
The Immortal got pushed back, the King got scrapped with a lot of their moves rolled into The Wolf. The current spread is Aware, Hunter, Veteran, Vamp, Wolf, Wizard, Oracle, Fae, and Tainted in th core rulbook, Scholar, Revenant, Hallowed, and Vessel in Dark Streets, and Immortal, Dragon, and Angel coming who knows when.