How many playbooks is a good number for a PbtA hack in it’s basic form, with supplements and additions?
How many playbooks is a good number for a PbtA hack in it’s basic form, with supplements and additions?
Originally shared by James Mullen
Troublemakers: The Dirty Dozen?
Currently, there are 20 core playbooks for this PbtA hack, but some feedback from potential players, and a quick straw poll on of my friends on Facebook, has led me to believe that 12 might be a more appropriate number, especially for hooking in new players who don’t want to be overwhelmed with options.
The current 20 can be found in the link below: if I was to strip this down to 12, which ones should stay and which ones would go? Note that this doesn’t mean deleting those other 8 playbooks, just not including them in the final form of the published game; they would instead join a reserve of bonus playbooks to be used as rewards or incentives.
Here are the 12 I would keep:
The All-Star: worked well in playtest, good all-round character.
The Crush: the friendly, popular kid archetype.
The Devil: the rebellious, misbehaving kid.
The Goth: slightly morbid, slightly weird.
The Knuckle: a big, tough lunk.
The Kook: a true believer, for ‘weird’ adventures.
The Mouth: the smart-mouthed kid who won’t shut up.
The Newcomer: for playing an overtly weird game based around their story.
The Prodigy: the smartest kid on the block.
The Punk: bold, daring, street-sport enthusiast.
The Rat: grubby dumpster diver with lax morals.
The Royal: bossy kid who tells the others what to do.
Do you agree or disagree with my list? Is there one of those you would leave out, or one of the other 8 you would include?
https://drive.google.com/file/d/0B1iTjRUomaBXM2lNR1Z1TURWSDA/view?usp=sharing