12 thoughts on “What if, instead of stats, playbooks had moves rewarding [stat]-like behavior for +[n] forward.”

  1. That seems like it would work functionally the same as stats, only you’d be rolling plus zero most of the time since you tend to roll multiple times during a scene. I’m not really sure what it would add; what’s the goal?

  2. I’ve played a bunch of personal hack attempts with things like this.

    My favorite was a sci-fi game where the players all had a list of specialities. For each specialty that applied to a roll, they rolled at +1.

    It went okay, but players drifted their characters hard into their niches. It became a fairly heroic game and less about complicated failures.

    If I did it again, I’d probably say: if a specialty applies, treat a 6- as a 7-9 result. And keep normal stats

  3. If I were to contemplate something like this, the questions I would ask myself are:

    1) who is going to decide what “stat-like behaviour” is?

    2) What is going to really guide their judgement on that?

    3) why can’t this be done through a hard and fast rule that everyone has access to, rather than relying on (fallible and unavoidably biased) human judgement?

    If I had good answers to all of those, then I’d see no reason it couldn’t work.

  4. I can see how choosing specialties would do that.

    What I’m proposing is, instead of getting a Cool+1, you get a move like, “When you casually describe the risks, take +1 forward.”

  5. Jim Morris pretty great. You’ve got like 15 tags that detail what your deal is: quick, nerdy, armed, teleportation, super-speed, pretty face, charming, honestly good, etc. You narrate what you’re doing, find what move it triggers, and count up the Tags that are affecting what you’re doing, and roll+Tags.

  6. Alfred Rudzki Jim Morris Yeah it’s like a cool mix between pbta and fate’s aspects.

    Backed it and have the preview copy but have not had a chance to run it yet.

    The OneShot podcast had a really fun game of it using the pregens.

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