PBtA members, I am looking for recommendations of PBtA games that have rules differences that significantly differ from those of say, Dungeon World and Apocalypse World.
Particularly those that have specific reasons for those changes and that those changes are done well in your opinion.
Thanks in advance!
Undying would be one
What sort of differences are you looking for? Dream Askew and Undying come to mind as being PbtA but having different mechanical knobs.
MASHED has some really key changes. Alas for the Awful Sea as well. Is this curiosity or to support your own design work or ???
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Monster Force Terra uses Size as a single stat for all moves, only sometimes you want to get a high result and sometimes you want to get low.
The ‘Hood scraps harm or hit points in favour of three conditions: Fine (carry on as normal), Down (you’re hurting, with -1 ongoing to everything) and Out (you’re dead.) It’s quite hard to inflict serious damage without a solid weapon, to the extent that ‘combat’ as such isn’t one of the basic moves, but is a peripheral move that uses the bonus of the weapon you’re holding.
Rogue Warrior Sage: plus.google.com – A Lite Low Fantasy game system powered by the Apocalypse System. Enjoy!
The Sprawl! INTEL and GEAR are great mechanics that many games could benefit from
Murderous Ghosts!
Night Witches. The game really pushes the themes extremely well, and while in the surface the rules don’t look that different, everything was written in these oddly restrictive ways that really put the characters in the hot seat. Also harm and marks work very differently.
In Magical Fury, all stats for the magical girls are assumed to be +1. So, the roll is described as 6-8 as a partial and 9+ as a success. All the PCs have the same starting moves. So, the focus shifts from the number crunching mechanics to the relationships and themes of each character.
Whatever you think makes a game PbtA, there’s a great PbtA game that does something else instead.
Uncharted Worlds emulates Traveler, so you make a character by choosing two careers and an origin, instead of a playbook.
It also handles the Harm move in a much better way: You roll +armor and want to roll well (like everything else in the game). It (like some other PbtA games) also makes a 10+ on the combat move a clear victory, not dealing damage.
I’m curious to follow this thread, too.
City of Mist has a lot of interesting changes, feeling almost Fate-like in certain areas. the starter kit pdf is free at cityofmist.co and Drivethru.cityofmist.co – City of Mist Role-Playing Game
Marshall Miller this is a just about perfect encapsulation of the PBtA universe as I’ve ever read!
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Kult might be worth a peek, but it’s not out (yet, ’cause that’s kickstarter for you ;-)).
Little self promotion here, but Pasión de las Pasiones (ashcan recently published by Magpie Games) doesn’t have stats. Instead, it uses Yes/No questions that give bonuses to rolls!
I would recommend Magnum Fury and WINGS (WINGS is free on Drivethrurpg.com). http://www.rpgnow.com/product/226035/WINGS–Formerly-One-Sheet-RPG
This is going to be a non-answer, but every PbtA game I’ve read or played has done this. Each one is different, and all of them have reasons for those differences.
No one’s mentioned Masks with its changing stats reflecting how the teen heroes perceive themselves. Or Monsterhearts with its mechinization of social influence.
I have some overlapping and some divergent intentions with The Bloody-Handed Name of Bronze. The purpose of every one of the rules are to give creative prompts and constraints. glyphpress.com – How The Bloody-Handed Name of Bronze Works
Spirit of 77 with its DJ mechanics, and replacing +1 forward near entirely.
Legacy-Life Among the Ruins for playing different generations.
Eamon Mulholland Intel and Gear are from the Regiment
Cartel. KS ongoing.
City of mist
my own in-development hack, the others, has a single, shared array of stats that are determined by the pcs’ community: https://goo.gl/hZHQ8d
It’s been mentioned already, but Monsterhearts is a classic that’s worth looking at, for the way moves mechanize small, subtle interactions between characters. It’s the only game I’ve played where a subtle glance occasionally has as much impact as gunshot.
Vincent Baker’s nanogames are also worth looking at, for doing PbtA in an entirely different vein. It’s a collection called “The Sundered Land”.