Hi All!

Hi All!

Hi All! I have been working on a PbtA game for a couple of years now, and I’d like to put it up here so people can actually get eyes on it!

Adrasteia (“She who cannot be escaped”) is inspired by the two “Inquisition” trilogies by Dan Abnett, Eisenhorn and Ravenor; players create a Nemesis for their characters, and hunt them down over a series of chapters, each of which takes place in a different part of the Hegemony of Man. The PCs are agents of a Hegemony-wide system of agents called the Reticula, who are tasked with rooting out insurrection, Heresy and the influence of the Maelstrom. Throughout the campaign, the PCs will have their beliefs challenged and their faith in the system that they serve abused, and perhaps broken, but they will strive to destroy their Nemesis.

This is the first “release” of the game that I have made. There is an incomplete section about the default setting at the back of the book; I will be expanding on that in the coming weeks. The campaign structure, playbooks, GM moves and basic rules are, I think, all there. I would love to get any feedback that people have after casting their eyes over it, or (even better!) after playing it!

https://drive.google.com/open?id=1F2eag2GhouHmayV6ZUmopWq_ZMTWaAMF

Hi everyone!

Hi everyone!

Hi everyone! In a few hours (3pm EST) I’ll be interviewing Phil Vecchione about his new PbtA game Hydro Hacker Operatives on my Twitch channel. You can find all the details in the post bellow. I hope to see you there!

Originally shared by Hijos Del Rol

Announcing Story Always 16: interview with Phil Vecchione

I’m very happy to announce the next guest on Story Always: Phil Vecchione. He is a game designer, blogger and podcaster. He’s one of the hosts of Misdirected Mark podcast network and has worked with Evil Beagle Games, Third Eye Games, Pelgrane Games, Engine Publishing and Encoded Designs. And is with this last publisher that he has recently released the ashcan edition of his latest game: Hydro Hacker Operatives. A PbtA cyberpunk (or hydropunk) game about a group of operatives that must use their abilities and risk their lives to steal water from the corporations and give it to their communities so they can survive. We’ll talk with Phil about what motivated him to work in this project, the intent behind the mechanics,the design process and his plans for the future. If you want to learn more, join us this next Sunday 16th on the Hijos del Rol twitch channel at 8pm Uk Time (3pm EST) and ask your own question as well. See you all there!

– Twitch Event: https://www.twitch.tv/events/qGUIwwlMQ6CbudeYtXoENw

– Hydro Hacker Operatives ashcan: https://www.drivethrurpg.com/product/248998/Hydro-Hacker-Operatives–Ashcan-Edition

– Encoded Design website: http://www.encodeddesigns.com/

– Phil at Twitter: https://twitter.com/DNAphil

– Misdirected Mark website: http://misdirectedmark.com/

I have a question for those who run Apocalypse World by Play by Post (PbP).

I have a question for those who run Apocalypse World by Play by Post (PbP).

I have a question for those who run Apocalypse World by Play by Post (PbP). Mostly I’m wondering about working on your Threat Map. The book says to work on it after the first session, since you’ll want time to consider what kind of Threats each person or group is, and space to think about their backstory and motivations. But with the way I’m doing it for the game I’m running, we had characters made and then I got a thread going during my own time. (We didn’t start right away)

They had given me large numbers of NPCs that could be easily and quickly listed in their threat category, and sometimes I have ideas for moves or countdowns. What I’m wondering is if it would be acceptable to use the free time between writing posts to dwell on the Threats even if the session is still technically ongoing. In face to face tabletop playing, you’d have a few hours and then meet next week. Here, I write what’s happening and over the course of the new few days the players will say what they’re doing and I say what happens as a result, etc. etc. But there’s far more time to think and plan then if we were doing this live.

The basic question: Would it be acceptable to have written out some Threats, maybe even a clock or two, during the constant downtime I have to unleash in the first session? Or should I just stick to the book rules and avoid having any of that until the second session? Do the first sessions where everyone is playing live tend to be shorter due to character creation? If so I might end it a bit sooner then planned.

Thanks for any advice you have.

Does anyone know why the Apocalypse World playbooks have two separate name lists?

Does anyone know why the Apocalypse World playbooks have two separate name lists?

Does anyone know why the Apocalypse World playbooks have two separate name lists? Is it just that two lists, merged, would be too long?

Hello community!

Hello community!

Hello community!

I’m going to hold a Shadowrun like one shot game soon and want to use AW for that. I know there are PtbA games out there who specialize for this genre, but my impression is that AW should work fine and it’s the system I’m most familiar with.

The only problem I see is cyberware. Prosthetics in AW are mostly cosmetics and only bring a character back to “normal” functionality. Can you tell me about modifications you (un)successfully tried to fit vanilla AW and Cyberware which have stronger influence in the game? It would be great if you also can tell me why you (dis)liked the changes you tried.

My own approach atm would be something along the following lines: each Implant gets a benefit tag which gives +1 to test in a certain circumstance. Leg implants e.g. give +1 for Acting under pressure when the character tries to get from point A to point B quickly, but not when willpower is concerned for a Act under Pressure check.

Cheap implants always come with a drawback tag which applies a -1 modificator in the same way.

All implants are visible and get a descriptive tag. Depending on the description and the people you interact with, this could be a hindrance, bonus or does not matter. This is a handy approach to apply Hard Moves into the game.

High quality Cyberware can choose one bonus: no weakness, wetware or less limitations to apply their bonus.

Any feedbacks and experience reports are highly welcome!

New program and focus is on the fronts.

New program and focus is on the fronts.

New program and focus is on the fronts.

Also, comments on all things new about PbtA.

In spanish, of course 😉

#podcast #PbtA #ExitoParcial

Originally shared by Oscar Iglesias

Noveno programa. Terminamos el repaso a los conceptos básicos de PbtA con un vistazo a los frentes. Y, por supuesto, un repaso a las novedades del mundillo PbtA.

#podcast #PbtA #ExitoParcial

Con Ruben saldaña

https://www.ivoox.com/exito-parcial-dia-9-frentes-audios-mp3_rf_28557501_1.html

Here’s the first update for the Impulse Drive Kickstarter. We’re at 45% after just 2 days!

Here’s the first update for the Impulse Drive Kickstarter. We’re at 45% after just 2 days!

Originally shared by Adrian Thoen

Here’s the first update for the Impulse Drive Kickstarter. We’re at 45% after just 2 days!

And the $9000 stretch goal just got twice as cool, with another ‘Ship’ Playbook – The Outpost Station, inspired by Deep Space Nine.

I’ve had the idea for this playbook for a long time, but it all came together today into something that I think has come exciting and unique stakes.

https://www.kickstarter.com/projects/1743149756/impulse-drive/posts/2285413

Hi folks!

Hi folks!

Hi folks!

If you’ve been looking for a space opera PBTA game, Impulse Drive is live now on Kickstarter. Check it out!

Originally shared by Adrian Thoen

Impulse Drive is live now on Kickstarter!

https://www.kickstarter.com/projects/1743149756/impulse-drive

Impulse Drive is a space opera roleplaying game about Misfits and Spaceships, using the Powered By The Apocalypse engine, popularized by games like Apocalypse World, Monsterhearts, Dungeon World, and Masks. Play as a crew of volatile, bombastic scoundrels and troublemakers as they navigate dangerous situations involving deadly environments, untrustworthy NPCs, and strange aliens.

This campaign will raise the funds to pay some very skilled professionals familiar with RPG design and Kickstarter funded publishing and turn Impulse Drive into a fully realized Print on Demand book, printed and distributed through Drivethu RPG.

Impulse Drive is rules complete. If you want to check the game out before backing, the Preview version of Impulse Drive is available through Drivethru now. This link will always have an art-free version of the most up to date rules available as Pay What You Want, so that people who cannot afford to buy the game can still play.

https://www.drivethrurpg.com/product/190933/Impulse-Drive-Preview

https://www.kickstarter.com/projects/1743149756/impulse-drive