Words by Vincent Baker, co-signed by me:

Words by Vincent Baker, co-signed by me:

Words by Vincent Baker, co-signed by me:

In Apocalypse World I say that roleplaying is a conversation.

What I mean is, let’s take talking together out loud to be the medium of play. Instead of taking place on a board and pieces, or in cards arranged in decks and hands, or in pixels on a screen, the game takes place in the words that you and your friends say to each other.

In a board game, you need rules for how to place, move, handle the pieces on the board. In a card game, you need rules for dealing, holding, playing, reading the cards.

In a roleplaying game, let’s say that you need rules for talking: what should we talk about? How should we talk about it? How should we respond to what others say?

In Candyland, you have just a single simple rule for moving your piece. In Chess, though, you have different rules depending on the situation. The different pieces move differently, there are rules for pieces blocking and capturing each other, there are special case rules like castling, check, and en passant.

Same thing in rpgs. The game’s rules for talking can change depending on the situation.

For example, you can think of Apocalypse World’s basic moves as being like the different ways that Chess pieces move.

A pawn steps forward one space; when you have your character attack someone, ask the other player whether their character’s going to stand up to you or back down.

A bishop slides along a diagonal; when you have your character act under fire, the MC offers you a bad deal or tells you how your character falls short.

So that’s my basic proposal: in games where talking together is the medium of play, you can and should have different rules for talking about different subjects.

Thanks for listening!

The Chained One is a playbook in my upcoming PbtA game, Land of the God-Kings.

The Chained One is a playbook in my upcoming PbtA game, Land of the God-Kings.

The Chained One is a playbook in my upcoming PbtA game, Land of the God-Kings. If you want, you can read more about the project at the link below:

http://anxiousmimic.blogspot.ca/search/label/Land%20of%20the%20God-Kings

Once, you lived in the Land of the God-Kings. No longer. By magic, luck, or something stranger, you have been evicted from the world, imprisoned or banished. But your power grows…

The main inspiration while writing this playbook was Sauron from Lord of the Rings, the Elder Gods from the Lovecraft Mythos, and the Crippled God from the Malazan Book of the Fallen

Credit goes to u/cilice on reddit for the idea for the playbook.

https://drive.google.com/file/d/1yef044IHsrH_oK6m-RT0XIfPH3I4xtqp/view

Greetings

Greetings

Greetings,

Been scouring PbtA stuff for my needs and I’m oh so close… but not quite there. Basically looking for hopeful, adult high fantasy stuff akin to Tolkien, Dragonlance, Shaintar, etc. The closest I’ve found using PbtA is “Fellowship,” but it’s waaaay too stylized for my needs. When there are abilities called “Team Rocket” and cartoony marshmallow men on my playbook, I tend to shut off.

Sure, I could hack my own (asking nicely for the Fellowship raws would be a good start I guess), but that wouldn’t invest me in a supported game and it means (yet again) I’m having to dump effort into prep. There has to be something pre-existing out there that isn’t overly dark, gritty, and/or stylized for jokes, puns, snarkyness, and kids. I’d like a clean, professional, high fantasy product.

Any ideas?

edit: errr maybe just going for another ed. of Fellowship is the way to go. I guess it wouldn’t take much work to strip the stylized bits out. For a game that wants to be somewhat LotR, I don’t quite understand the art and grammar choices (I would have gone all Worlds Without Master in ‘tone’ twer it my game). But great game nonetheless.

If you’re a fan of Apocalypse World, you’re a fan, at least second-hand, of Genesis P-Orridge.

If you’re a fan of Apocalypse World, you’re a fan, at least second-hand, of Genesis P-Orridge.

If you’re a fan of Apocalypse World, you’re a fan, at least second-hand, of Genesis P-Orridge.

The apocalypse is happening now. Capitalism is eating the world and shitting the world out again. The artists who helped create us need fucking GoFundMe to pay for their leukemia treatment.

Friends, I hate this.

Originally shared by Alex “Dungeon Daddy” Mayo

Utterly heartbreaking. GPO was and remains a huge influence on me. Give if you can, share if you can’t.

https://www.gofundme.com/genesis-breyer-porridge

https://www.gofundme.com/genesis-breyer-porridge

I’m looking for 4-5 players for a Play-by-Post game of Masks: A New Generation, a Powered by the Apocalypse game…

I’m looking for 4-5 players for a Play-by-Post game of Masks: A New Generation, a Powered by the Apocalypse game…

I’m looking for 4-5 players for a Play-by-Post game of Masks: A New Generation, a Powered by the Apocalypse game about a team of young superheroes. I’d like to play it straight out of the box: Core playbooks and the default Halcyon City setting, which we would fill out together in play.

Logistically, we’ll keep scenes, worldbuilding, and character sheets in a shared Google Docs folder. We’ll use a chat channel like Discord, Slack, or Hangouts for table talk and rolls. I’d like players to be able to make 1-2 posts a day, but it doesn’t have to be long: a couple hundred words is plenty.

It’s cool if you are new to Masks, to PbtA games, or to Play by Post. I’m happy to help you figure things out.

Tone-wise, in addition to the usual examples (Young Justice, Runaways, Teen Titans), I’d be aiming for touchstones like early Buffy and Veronica Mars: finding the emotional resonance in genre-typical adventures, using a light tone to go straight for the heart.

If you’re interested, or if you have any questions, let me know in the comments.

I’ve decided after I’m done with my present projects, I’m going to dive into Fennel Witches.

I’ve decided after I’m done with my present projects, I’m going to dive into Fennel Witches.

I’ve decided after I’m done with my present projects, I’m going to dive into Fennel Witches. I’m starting to research more and brainstorm though. I’m thinking… I kinda want part of the game setup to not just be character building but timeline building. Since, it’s an alternate history game, might be cool to include a section on taking important parts of history and deciding how they are different in a given game of Fennel Witches.

I love building timelines, but, I’m thinking that other people might like building their own alternate histories better for their games and enjoy guidance on it.

I’m also trying to figure out some way that the alternate history might have some deeper impact on the game, maybe even on some rules or what Playbooks are available (or how they work)… but, that could get excessively complicated too. Or maybe there’s a way around that?

Thoughts?

World of Apocalypse

World of Apocalypse

World of Apocalypse

I love Apocalypse World but sometimes I don’t have time to print out playbooks or don’t want to fuss with shuffling through multiple move sheets. What follows is an attempt to scratch my itch for a World of Dungeons treatment of AW. Also sneaks in some Monsterhearts ideas. I haven’t tested it yet, but will probably play it soon.

Edit: Here’s a Google Doc for (hopefully) easier reading:

https://docs.google.com/document/d/1LOCwMyCaqJs-GvwGq5LBXm_UiiucgHiikb3jTXmqkRs/edit?usp=sharing

Hey folks!

Hey folks!

Hey folks! Just a friendly note to say you are all excellent and I’m glad you are here. We had a great time at PaxUnplugged and it made me want to play and design games! We loved seeing Bluebeard’s Bride and The Ward at the con, as well as hearing about all the PbtA play at Games on Demand. We got to hang out with new friends and old friends, and hear about their games.

If you have a PbtA game in even the earliest stages of development, I’d love to hear your elevator pitch!!

Where does “hard and soft moves” come from?

Where does “hard and soft moves” come from?

Where does “hard and soft moves” come from?

In discussing PbtA games, I often hear talk of hard and soft moves, but in my (admittedly limited) reading of the books themselves, I have yet to come across the term.

What game innovated this language? What games use it?

(Note: I’m not seeking definitions of hard and soft moves, here. I just want to understand the idea’s origins.)

I’m making a World of Dungeons hack for one of my upcoming one-shots.

I’m making a World of Dungeons hack for one of my upcoming one-shots.

I’m making a World of Dungeons hack for one of my upcoming one-shots. It is straight up fantasy but with everything resembling D&D surgically removed, and then a bit of AW and Blades in the Dark mechanics added.

If you are interesting in this sort of thing, feel free to have a look and give feedback.

Here’s a link to the WIP file: https://www.dropbox.com/s/wj4sh4qzy6jimo9/Fantastic%20Adventures%200.3.pdf?dl=0

https://www.dropbox.com/s/wj4sh4qzy6jimo9/Fantastic%20Adventures%200.3.pdf?dl=0