Why is hacking such an involved subsystem?

Why is hacking such an involved subsystem?

Why is hacking such an involved subsystem?

Feels sprt of counterintuitive to have the brief elegant Move structure… and then to have the Matrix be a whole other mechanical half of the game. Does it bog down as much in play as it looks to me? Has anyone stripped it out in favor of something simpler?

Is six players too many for a game?

Is six players too many for a game?

Is six players too many for a game? I’ve led other traditional tabletop RPGs before but this would be my first time leading a PbtA game. I offered to do so for my brother’s family and, to my surprise, everyone wants to play, which means it would be 6 players and I’d hate to exclude anyone

Hey folks!

Hey folks!

Hey folks! I have a new PbtA game out on DrivethruRPG that I think does some neat stuff. If you’ll let me give you a quick pitch, I’d appreciate it!

Uncanny Echo is actually 10 striped down PbtA games designed to be played as one-shots that build your setting through play in a supernatural urban fiction setting. You pick one of the one-shots, play it out, and that fiction becomes a springboard for the next session you play but with an alternate focus. You can use playbooks to play previous characters, or create and play brand new ones.

It’s also an exploration of PbtA games itself. Each game is specific, using base procedures and mechanics to help the MC be able to run any of the games, but also is customized to fit the premise of that particular game. Each is rooted in supernatural and uncanny events or phenomena happening as well, allowing you to create visual motifs and themes across all of these sessions.

Here’s the short pitch on each of the 10 games:

The Heist: Bank robbers who break into a bank that holds something uncanny inside.

Suburbia: Neighbors in a cul-de-sac uncover something strange and band together to get to the bottom of it.

Takers: Individuals with unique gifts that let them erase and consume all evidence of the uncanny.

Restless: Strange events in an old folk home lead to residents investigating the disappearance of one of their own.

Present: Ambulance drivers witness the uncanny as they experience the longest night of their lives.

Faith: The last of a secret order of priests that deal with ghosts, demons, and all manner of entities have their faith challenged while solving a mystery.

Bargains: Musicians who struck a bargain with the devil now pool their collective knowledge to get their souls back.

Fractured: People who were ripped from their place in time and history after experiencing an uncanny event struggle to reverse their fate.

Fabrication: Part Imagineers, part couriers—Fabricators are tasked with altering the environment of a location at the behest of their employers.

Lies: A modern noir scenario that has the players inhabit one high school kid whose friend has gone missing, causing them to re-enter a dangerous underworld.

https://www.drivethrurpg.com/product/258443/Uncanny-Echo-Supernatural-Urban-Fiction-Roleplaying?term=uncanny+echo

https://www.drivethrurpg.com/product/258443/Uncanny-Echo-Supernatural-Urban-Fiction-Roleplaying?term=uncanny+echo

As this website crumbles into dust, I’m releasing these lingering custom playbooks into the void, hoping they will…

As this website crumbles into dust, I’m releasing these lingering custom playbooks into the void, hoping they will…

As this website crumbles into dust, I’m releasing these lingering custom playbooks into the void, hoping they will help someone, somewhere before the end. Feedback is welcome and appreciated! Enjoy! This first one is called the Protector.

https://drive.google.com/file/d/118kXH0rKQSvCbATR_WGhT7ZLezM85rc8/view?usp=sharing