Are there any games/hacks that merge the Dread Jenga tower mechanic with PbtA style resolution?

Are there any games/hacks that merge the Dread Jenga tower mechanic with PbtA style resolution?

Are there any games/hacks that merge the Dread Jenga tower mechanic with PbtA style resolution?

I am looking for examples of, and recommendations for, rulesets/hacks/house rules, campaign/game frameworks, and…

I am looking for examples of, and recommendations for, rulesets/hacks/house rules, campaign/game frameworks, and…

Originally shared by David Perry

I am looking for examples of, and recommendations for, rulesets/hacks/house rules, campaign/game frameworks, and other tools that support, or at least don’t get in the way of, a style of play wherein the GM is able to drastically change the situation, location, and themes of the game on a session-by-session basis, to whatever they happen to be excited about in the past week, without being super jarring to the players. In service of making the most of every session, freeing them of any yoke they might feel of needing to prep stuff they’re just not feeling that week, while at the same time allowing them to cut to the chase and visit a series of fun set-pieces or interesting puzzles.

Not necessarily OSR-y. And not a just a series of one-shots. Players should be able to retain their characters and their relationships as a (and possibly the only) constant thread.

Ideally, the rules support many situations and moment-to-moment playstyles, without any themes or setting built into them that get in the way of this. And reinforce the shifting framework to help the players not be whiplashed.

This may be something I end up building myself, but wanted to see what’s already out there that best supports this stuff.

Played a fun game of Freebooters on the Frontier via Hangouts last night.

Played a fun game of Freebooters on the Frontier via Hangouts last night.

Originally shared by Jason Lutes

Played a fun game of Freebooters on the Frontier via Hangouts last night. My goal was to try to deliver a solid 4-hour game, but it stretched out to nearly 5. Have to pare down my approach, maybe set a limit at 3 players?

Thanks to David Perry, Horst Wurst, Jeremy Strandberg, and John Marron for bringing their respective A-games. Any GM who gets one of you at their table should consider themselves lucky (like I do).

https://www.youtube.com/watch?v=-_NTNPKmgck&feature=youtu.be

As sad as I’ll be to say goodbye to The Adventure Zone’s Tres Horney Boys, I’m so glad to hear they’ll be…

As sad as I’ll be to say goodbye to The Adventure Zone’s Tres Horney Boys, I’m so glad to hear they’ll be…

As sad as I’ll be to say goodbye to The Adventure Zone’s Tres Horney Boys, I’m so glad to hear they’ll be considering PbtA games for their next jam! So much more suitable for AP shows than D&D.

Here’s my 200 Word RPG Entry-in-progress, a distilled PbtA about having too many stats.

Here’s my 200 Word RPG Entry-in-progress, a distilled PbtA about having too many stats.

Here’s my 200 Word RPG Entry-in-progress, a distilled PbtA about having too many stats. (disclaimer: screenshot below may become obsolete, click it for Google Doc)

When you have only an hour of your session left…

When you have only an hour of your session left…

When you have only an hour of your session left

As GM, do you do anything in particular to begin wrapping up a session or coming to a satisfying conclusion (or cliffhanger)? Have you heard or do you have good advice for how to do so, in general? (Obviously specifics depend on the game)