I’ve been thinking about using skill levels in PbtA games as a major way of advancement.

I’ve been thinking about using skill levels in PbtA games as a major way of advancement.

I’ve been thinking about using skill levels in PbtA games as a major way of advancement. I like the general idea that you are well capable of doing things your career/archetype is supposed to be doing well, but only gain minor success when doing something that really isn’t part of the character’s “skillset” (you are unskilled in that area).

Now, if with an advancement you could take part of that character’s skillset and advance it to expert level. An expert in stealth could easily sneak through an enemy camp in standard readiness. The gm could ask for a roll but mainly to present complications to the situation on fail and present extra benefits for a risk – sneaking would still be generally successful.

An expert swordsman could manage 2 skilled opponents quite easily, 3 might require a roll, depending on circumstances. A Master (or Grandmaster, highest level) cuts through a group of skilled opponents with little difficulty. To defeat an opponent of higher skill, you need to do something special, going toe-to-toe makes you realize you are hopelessly outmatched unless you can create some good leverage for yourself.

There’s a few things I’m not sure how to handle; first, how should combats against unconventional opponents (mainly monsters) be handled? A master swordsman should do better against a giant than your standard trained fighter, but wouldn’t have as huge advantage as against a human opponent. Just some extra defy danger (etc) -rolls to avoid dangers presented by the monster, suffer less drawbacks from combat?

Maybe some skill levels in-between might be needed too, as becoming very competent in something is quite powerful. Presented by 1/session post-roll +1 in the skill (Skilled+ in swordsmanship)

Also, combat skills of various careers are also something a bit vague, and should perhaps be looked at case-by-case -basis. I guess any non-bookworm heroes (in a heroic setting) should be skilled in unarmed combat, thieves with a knife and another fitting weapon etc. Competence could also be offset by unfamiliar armor, and new competencies could be gained/old ones expanded in fiction.

So, what do you think of this? Can you see any other complications/drawbacks? Probably wouldn’t work in AW or other setting where you’re struggling to survive, but both in reality and in fiction there’s people on completely different level of competence in various skills.

Has anyone thought of combining PbtA with Savage World?

Has anyone thought of combining PbtA with Savage World?

Has anyone thought of combining PbtA with Savage World? I run Savage World for a few years and while I like the system, I didn’t find it all that fast and furious that I hoped. Now I’m very excited about PbtA and how it runs, but I really like a lot of the Savage settings there exists. Trying to avoid excessive amount of work converting settings into PbtA, I’m trying to think if there’s a simple way to use Savage stuff in a PbtA game (eg. Simple World). So, if you’d like to run a Pirates of the Spanish Main -game, you could look at the archetypes, select a few edges and convert them to work with PbtA rules (perhaps on the fly).

Any thoughts?

When you run a PbtA game, how much stuff you prepare, how much you wing and how much you you prompt from the players?

When you run a PbtA game, how much stuff you prepare, how much you wing and how much you you prompt from the players?

When you run a PbtA game, how much stuff you prepare, how much you wing and how much you you prompt from the players? Both important plot stuff and details? And for context, what ruleset/type of game?

As a PbtA rookie, I’m still trying to find best practices, and am currently running Uncharted Worlds. I think of a general plotline beforehand, but try to let the game run freely & improvise, and have been prompting way less I believe I should, so my games use perhaps 50%/45%/5%. But I’ve already discovered that when I prompt stuff from players, it tends to create an element of moderate or high importance to the game, although the effect tends to have bigger impact in the next session, where I’ve had time to ponder it a bit.

Speaking of preparation, how do you think of puzzles in PbtA games compared to ‘more traditional’ ones?

So I finally started moving towards more improvising and conversational GM:in style, and right away found myself in…

So I finally started moving towards more improvising and conversational GM:in style, and right away found myself in…

So I finally started moving towards more improvising and conversational GM:in style, and right away found myself in a situation I’m not really sure where to go. As I and players both are not used in playing like this and I really wouldn’t like to leave everything at my players, I’d like to ask for some advice. I also realized that I’ve never really watched/read Star Trek or other space exploration stuff, which could have helped in improvising situations we’re in currently.

And my Uncharted Worlds players at Tampere, please stop reading now! >:)

Last session, the group found a wreck of a glowing semi-transparent ship of butterfly -resembling shape, among thousands of other wrecks floating around. They managed to salvage a glowing small pyramid -shaped from it before they attracted some very unwanted attention from a nearby planet… Story for another day! Anyway, they managed to make a wild jump, resulting in finding an ocean planet, and landed on a ~300ft diameter floating white glowing platform, resembling a pyramid’s base (there were numerous such floating around).

Now, I’m a bit lost what to do. I figure the planet belonging to a perished civilisation with very alien tech. The small pyramid -artifact is obviously connected to this place, I think it could give some insight to the civilisation (and who knows what else players invent with it), but I have no idea what alien things the heroes could confront, what kind of hooks/hints I should give them, what kind of artifacts the heroes could bring to the next starport, and how the heck could the group fix their ship that barely made it to the surface in once piece! Please give me some ideas 😀

While AW is quite adult-themed, I’ve been thinking that the core system might work quite well for children, perhaps…

While AW is quite adult-themed, I’ve been thinking that the core system might work quite well for children, perhaps…

While AW is quite adult-themed, I’ve been thinking that the core system might work quite well for children, perhaps a bit streamlined. Has anyone tried running PbtA for children or made some kind of framework for this?

Here’s some thoughts about Uncharted Worlds – I’ve now run 3 sessions (I’m trying to put up a short writeup soon),…

Here’s some thoughts about Uncharted Worlds – I’ve now run 3 sessions (I’m trying to put up a short writeup soon),…

Here’s some thoughts about Uncharted Worlds – I’ve now run 3 sessions (I’m trying to put up a short writeup soon), and am still not sure if pbta/uw style is best for me. But I enjoy a lot running it, and my game prep and stressing for it has dropped dramatically. I tend to get ideas between sessions and write them up, and sometimes I sit down for a moment, trying to come up some interesting npc, locations, factions and other details. This a fraction of preparation I’ve done for other games.

But what doesn’t come naturally to me is asking players to tell what happens, who’s coming in etc. I do it sometimes, but often just once or twice a session, and even then about less important things. I also find myself to have bad imagination when it comes to moves – right after today’s session I realized what I should have done with the player rolling partial success when salvaging an alien wreck and trying to leave in hurry as something big and bad was approaching. Breaking another character’s drone was quite boring.

I need some ideas what to do when it’s time to do moves. I really like Impulse drive’s gm materials and use them when running Uncharted Worlds, but I could use even more help. I appreciate elegance of uw gm moves but they are not my style (at least yet). I’ve been carrying Rory’s story cubes with me for inspiration but have forgotten to use them when I would have needed them =o)

Another thing I’ve noticed is that my game doesn’t meet character’s xp triggers. No XP has been shared yet, which is strange, although Sessions have been shortish. I let present players take 2nd triggers and thought of giving them 1xp for free to help them a bit. I don’t know if my jump point took the game to bad direction, but that would be wrong to say too as the games have been fun! I have an idea where the session is heading but don’t prepare it thoroughly and am open to changes.

Cool ideas just come to me but I wonder should I try to drop even the little preparation I do, except for jump points?

I got my PoD Uncharted Worlds about a month ago and I like it a lot :) I’ve now started a campaign, resisted a…

I got my PoD Uncharted Worlds about a month ago and I like it a lot 🙂 I’ve now started a campaign, resisted a…

I got my PoD Uncharted Worlds about a month ago and I like it a lot 🙂 I’ve now started a campaign, resisted a strong urge to use an existing world (I’d really like to use Fragged Empire) and just see how the world develops… First session was mostly character creation, and we played a bit and ended with heroes’ ship received from First Star Conglomerate (oldest part of human region) ended docked with a ship of pilgrims returning from a trip to a world ‘touched by God’; they had a man-sized bug eating their electronics…

I really like how easy it is to start a game. I must restrain myself from preparing too much beforehand, I’ve always spent too much time prepping!

There’s some things I have difficulties to get a grip.

-One is properties, especially on weapons. While some properties are obvious, properties like Laser and Plasma feel quite similar to me (I guess neither of them has recoil and have less danger when used in a spaceship compared to bullets).

-How much do ship workspaces affect the ship? For example, would Armored have any mechanical effect in ship combat, or would it be limited to preventing damage from spreading, what Navigation allows, what information ship’s standard scanners would give from a planet/ship compared to Survey?

-What is the primary reason for a crew to be mechanically similar, what effect would small variation have? I have one crew member with Class 3 crew and another one wants to be drone builder (I’m thinking of him buying a Crew, trading versatility of human ones for flying drones), and the question will come up sooner or later.

I have some other questions too but I guess they’ll start to clear up once I get more familiar with the system (my first PbtA!). I believe I want a bit more complexity for combat, but in games with more detailed combat I’ve wanted a quick combat option so I guess I appreciate both ways 🙂

Btw, I think a collected of rules questions and clarifications would be cool, I’ve been browsing this community quite a lot and have found a lot of answers too, but it hasn’t been very fast!