I’m working right now on building a PbtA game.

I’m working right now on building a PbtA game.

I’m working right now on building a PbtA game. I’ve got some different directions on where to go with it, and how much of the system I want to hack so I wanted some feedback. What are your opinions on complexity vs simplicity?

For instance, I have a lot of basic moves I’m interested in implementing. For basic moves, does having a lot sound interesting or overly difficult?

Another idea I’ve been working with are two types of playbooks. One for your special effects peers (such as “magic” or “psychic”) and the other playbook for your mundane career (such as “sharpshooter” or “con artist”). Does this add too much complexity, or does this sound like something that could be worthwhile if properly implemented?

4 thoughts on “I’m working right now on building a PbtA game.”

  1. Basic moves should be few and useful for a wide range of situations. I’d say no more than 6-8 moves should be basic. There’s little wrong with having a lot of special moves for particular situations, but keep the basics basic.

    A split between ‘special’ and ‘mundane’ aspects can absolutely work. Spirit of 77 did it well. Dungeon World had compendium classes, and I’m sure other hacks have as well even if I can’t think of any offhand.

  2. I think your basic moves question will be answered best buy playtesting. I’m sure that the two-layer playbook thing can be made to work. “Too much complexity” is mostly an aesthetic thing — how much of your game ends up being edited away by the end user? You can only control this indirectly and unreliably.

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