Sunday I went to the movies watch The Incredibles 2 and the chases and last sequence kept me thinking of how it is…

Sunday I went to the movies watch The Incredibles 2 and the chases and last sequence kept me thinking of how it is…

Sunday I went to the movies watch The Incredibles 2 and the chases and last sequence kept me thinking of how it is hard to find a system that’s so fluid on it’s mechanics to present the fiction, specially in it’s use of powers. One of the few systems where I felt that was Worlds in Peril, where characters don’t have levels or skills in powers and instead, they’re ranked by how they have used (and how easy it is for them to use it a distinct way).

When we left the theater, I was talking about how fluid the action was, and that Worlds in Peril was the closest I felt to that. But one of the players in the WiP campaign told me he felt the moves were too restricting (he also felt the same with Urban Shadows), and I wholeheartedly disagree with him. It definitely allows you a huge amount of freedom of action.

I think it was because of the triggers or that they had the move sheets in front of them. I dunno… it’s weird, because we played a small campaign of Kult: Divinity Lost and everything went well…

I’m thinking of a way to “window-dress” the playbooks and move sheets (at least the general move ones) so it seems more like a traditional game, at least to ease transition.

What do you think? Think that would work? Has anybody done this or had this kind of problem?

I’ve ran quite a few PbtA hacks, and played some as well.

I’ve ran quite a few PbtA hacks, and played some as well.

I’ve ran quite a few PbtA hacks, and played some as well… but I’ve never had the chance to play “vanilla” Apocalypse World, and I REALLY want to, and then I will almost certainly want to run it for some of my players (who seem like a perfect as can be group for the game, since they LOVE intercharacter drama, and soap opera-esque games with love triangles and all kinds of such stuff).

So, anyone by any chance considering running perhaps a one (or few) shot in the next month (I mean around August) or so online, and looking for player still? If it’s a day I have free I’d really love to try it.

Just doing some Sunday night spam patrol and scrolled back through about 4 months of posts here.

Just doing some Sunday night spam patrol and scrolled back through about 4 months of posts here.

Just doing some Sunday night spam patrol and scrolled back through about 4 months of posts here. You are all some excellent, imaginative, and helpful people, you know that?

Thanks, your MB

Pues no está en español, pero se los comparto porque estoy haciendo la maquetación y eso me emociona mucho =)…

Pues no está en español, pero se los comparto porque estoy haciendo la maquetación y eso me emociona mucho =)…

Pues no está en español, pero se los comparto porque estoy haciendo la maquetación y eso me emociona mucho =) #ZombieWorld

Originally shared by Mark Diaz Truman

Only six days until Z-Day (Tuesday, July 17th)… the launch of our new Kickstarter for Zombie World, a card-based roleplaying game that throws you and your friends into a zombie apocalypse!

Check out the preview here: http://bit.ly/zomworld

I’m really excited about Zombie World for a whole bunch of reasons:

– Zombie World is based on the Powered by the Apocalypse engine (Urban Shadows, Masks, etc) but it uses cards instead of dice, allowing us to put a whole rpg (rulebook/cards/sheets) into a small box

– Character creation takes just minutes, and you can jump into the zombie apocalypse with a whole big group (up to six or eight) with minimal prep

– It’s the first game (!) I’ve designed with my fellow Magpie, Brendan Conway, the creator of The Last Days of Anglekite and Masks: A New Generation

– Marissa Kelly and Mirco Paganessi put together some amazing art for the game, and Miguel Ángel Espinoza did a bunch of amazing layout (with help from Sarah Richardson)

– There’s a bite deck that doesn’t get reshuffled until someone gets bit… making it one of the most tense mechanics I’ve ever seen in an rpg

So let us know what you think! And I hope you’ll back the project when it launches next week on Tuesday, July 17th!

http://bit.ly/zomworld

I’m gathering info on experience systems in PbtA games and was wanting to have some people respond to the following…

I’m gathering info on experience systems in PbtA games and was wanting to have some people respond to the following…

I’m gathering info on experience systems in PbtA games and was wanting to have some people respond to the following questions:

What is your favorite mechanic for gaining experience in a PbtA game?

Are there any commonly used methods that you dislike?

How fast do you prefer to gain advances for your characters?

Have you encountered a mechanic for gaining experience that felt too slow or fast, and what was it?

If you had the option of having any of the following mechanics in a game, which two would you pick:

Exp tied to…

…relationships

…missing rolls

…rolling specific stats chosen at beginning of a session

…end of session move regarding actions taken within a session

…character specific moves that fit along a theme for every character

If genre of game is important to your answer, let me know how and in what way you’d want the mechanic tied to genre.

The purpose for those wanting to know is for a game I’m creating that I’m currently playtesting privately.

ENnies voting is now open!

ENnies voting is now open!

ENnies voting is now open!

Fear of a Black Dragon has been nominated for Best Podcast, and we would be honored and thrilled if you voted for it. Ranking it #1 would be even sweeter. Our show is billed as an OSR podcast, but there is a huge amount of Powered by the Apocalypse discussion (no surprise, as it’s a production of The Gauntlet).

http://ennie-awards.com/vote/2018/

Fear of a Black Dragon is a strange, cool beast. Every episode, we cover a new OSR module or setting book. During the section called The Basic Crawl, we run through the features of the module, discuss what we liked about it, pose and answer questions we had about it, and then do a “chain lightning round” of cool tidbits in the text. The next section, called The Expert Delve, is where we discuss an issue connected to the module, usually through the lens of story game or narrativist techniques. Finally, in Companion Adventures, we discuss films, books, and other media that would serve as great inspiration for the module.

What I like best about Fear of a Black Dragon is that, in addition to being very entertaining, it does a lot to create space for gamers from different ttrpg “tribes” to interact with each other’s stuff. Story gamers and indie gamers get to hear about the wildly inventive stuff going on in the OSR scene, and OSR gamers are shown how story game techniques can be helpful in running their games. It is truly a podcast for everyone, and I like to think it is doing a lot to improve how we have conversations about ttrpgs.

If you are interested in sampling an episode, here are a few of my favorites (with a note about The Expert Delve topic for each):

Ravenloft (Kicking-off the adventure)

http://www.gauntlet-rpg.com/fear-of-a-black-dragon/ravenloft

The Secret of Castronegro (Working with theme and motif)

http://www.gauntlet-rpg.com/fear-of-a-black-dragon/the-secret-of-castronegro

Operation Unfathomable (Good characterizations)

http://www.gauntlet-rpg.com/fear-of-a-black-dragon/operation-unfathomable

Thanks for reading, and please re-share!

Great playtest session yesterday, thanks so much to my players for your time and interest!

Great playtest session yesterday, thanks so much to my players for your time and interest!

Originally shared by Mike Espinoza (Azlath)

Great playtest session yesterday, thanks so much to my players for your time and interest! And thanks to the Gauntlet community for making it possible! https://youtu.be/FAXG4gIF5RE

https://youtu.be/FAXG4gIF5RE

I’m sorry if this question has been asked before.

I’m sorry if this question has been asked before.

I’m sorry if this question has been asked before.

I’m a fairly comfortable PbtA-GM, I’ve been GMing different PbtA-games for the better part of a year and a few other games before that, and I’ve realized that there is something that I’m always struggling with… The length of quests, missions and mysteries.

I sometimes let the players do a quick heist, maybe a two-roll kind of setup where they steal something valuable and other times I drag them through a lengthy dungeon/murder mystery without really rewarding them with information/flavor/loot/XP in any significant way.

In the games we are about to play the fiction is more based around “missions” rather than a flow of story and I’m a bit worried that I’ll either make the missions too granular in actions or too loose and easy.

How do you go about to balance risk/reward for the players? What do they have to accomplish to get that “Surplus: Medicine”/Sword of May Eyes/Established Matrix Overwatch/Apocalyptic MotoKhans head on a pike?

What is a resonable amount of effort?