itch.iohttp://itch.iohttps://itch.io/t/3605006/pokemon-pbta-feedback-requestPokemon PbtA - Feedback Requesthttps://itch.io/t/3605006/pokemon-pbta-feedback-requestWed, 20 Mar 2024 21:55:22 GMTWed, 20 Mar 2024 21:55:22 GMTWed, 20 Mar 2024 21:55:22 GMTHi! I'm working on a Pokemon TTRPG and if anyone has the time, I'd really appreciate some feedback on it. I want to make it as fun and as easy to play as possible, so I'm trying to find my blind spots. Thank you! 😊

https://3dmatt.itch.io/powered-by-pokemon

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https://itch.io/t/3064062/physical-copies-of-firebrands-derived-gamesPhysical copies of Firebrands-derived games?https://itch.io/t/3064062/physical-copies-of-firebrands-derived-gamesSun, 13 Aug 2023 08:27:51 GMTSun, 13 Aug 2023 08:27:51 GMTSun, 13 Aug 2023 08:27:51 GMTI love physical copies of RPGs, but I've never seen any physical copies of games like Mobile Frame Zero Firebrands, For the Honor, Divine//Mundane or other hacks of Firebrands! Have I just overlooked them? Where could I find some?

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https://itch.io/t/436649/fallout-pbtaFallout PBtAhttps://itch.io/t/436649/fallout-pbtaTue, 09 Apr 2019 13:42:04 GMTTue, 09 Apr 2019 13:42:04 GMTTue, 09 Apr 2019 13:42:04 GMTIt's not a perfect fit, and I'm sure there's typos and problems a-plenty, but it's something I made to tide me over until the Mophidius adaptation of my favorite computer game arrives: Fallout PBtA

I've done exactly one playtest and the wheels didn't come off, which is an outstanding success in my book.

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https://itch.io/t/1272409/new-move-working-with-a-group-or-organizationNew Move: Working with a group or organizationhttps://itch.io/t/1272409/new-move-working-with-a-group-or-organizationFri, 19 Mar 2021 17:49:49 GMTFri, 19 Mar 2021 17:49:49 GMTFri, 19 Mar 2021 17:49:49 GMTSo, I'm working on a PbtA inspired game project and I want it to feature a bit of a wider social angle. So the outcome of exploits are important, as is the interaction with groups and systems. Anything from getting the DMV to cooperate with you to commanding a military unit.

To that end I made this new "basic move" and would love some feedback!

Cooperate and Coordinate
When you attempt to get a group or organization to work with you, roll+COMMAND. On a 10+ They perform their typical function. On a 7-9 same but pick one:
O They work slowly or half-heartedly
O They react with resentment, increased scrutiny or a new obligation
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https://itch.io/t/637363/gauntlet-podcast-impulse-drive-sunset-kills-and-historical-urban-shadowsGauntlet Podcast: impulse Drive, Sunset Kills, and historical Urban Shadowshttps://itch.io/t/637363/gauntlet-podcast-impulse-drive-sunset-kills-and-historical-urban-shadowsThu, 19 Dec 2019 23:41:54 GMTThu, 19 Dec 2019 23:41:54 GMTThu, 19 Dec 2019 23:41:54 GMTI had the pleasure of sitting down with the hosts of The Gauntlet Podcast to talk about gaming this month. Several PbtA games come up, including my in-development game of supernatural spies in Cold War Vienna—Checkpoint Midnight.

You can find the episode here.

We also chat about the sci-fi PbtA game Impulse Drive, the modern-day monster-hunting PbtA game Sunset Kills (available here from Jesse Ross). I share my experiences running Urban Shadows in historical settings as preparation for designing Checkpoint Midnight. Get updates on Checkpoint Midnight here!

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https://itch.io/t/442575/favorite-movesFavorite Moveshttps://itch.io/t/442575/favorite-movesWed, 17 Apr 2019 10:15:07 GMTWed, 17 Apr 2019 10:15:07 GMTWed, 17 Apr 2019 10:15:07 GMTWhat are your favorite moves in PbtA games? These could be general moves or playbook moves.

There's a few I really adore. In Masks, the Reformed playbook has a move What the hell, hero, where you call out a superhero for committing injustice, and potentially gain influence over them. It's thematically appropriate since the Reformed is a former supervillain and seeing a hero do bad things and get away with it would rightfully piss them off.

The Wizard in Dungeon World has Know-it-all, which allows them to be a source of advice for the party, for good or ill, and gives the wizard experience for calling the shots.

Finally, in The Sprawl, the Soldier has I love it when a plan comes together, which, first off, incredible name, but secondly it allows them to retroactively plan ahead to pull off the most unlikely things like have the exact item you need at the exact time, or to show up at a place you're needed at just the right time. It's a really fun move that lets you feel like you're part of the A Team.

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https://itch.io/t/420706/pbta-theory-why-you-reach-for-movesPbtA Theory: Why You Reach for Moveshttps://itch.io/t/420706/pbta-theory-why-you-reach-for-movesSun, 17 Mar 2019 12:27:44 GMTSun, 17 Mar 2019 12:27:44 GMTSun, 17 Mar 2019 12:27:44 GMT[From Twitter, somewhat edited]

So you have a whole bunch of stuff in a game's design, right? You've got characters, fictional setting, dice, rules, abilities on character sheets, player roles like "player" and "GM"...

...And you have the moment of play, four friends talking together, live, right now.

It's tempting to say that the design-stuff "constrains" the moment of play, that the moment of play "enacts" the design-stuff. But I think that's backward. In the moment of play, you reach into the design-stuff and choose what of it you'll bring to bear. Better to say that the moment of play draws on the design-stuff, that the design-stuff is there as a resource for the playgroup to use.

Especially as a designer, I'm always tempted to take the view that game design, like, causes gameplay, but I don't think it's so. The live interaction of the players, that's what's real. Designing a game means winning the playgroup over to doing things your design's way, again and again, moment to each individual moment.

Now, PbtA games are pretty good at this. Moves are evocative, high-impact, high-color little bundles of game design. They're easy to read, easy to remember, and they're easy for a designer to lay up for those moments when the playgroup is likely to be uncertain in play. Consequently, at that moment of uncertainty, it's easy for the playgroup to reach out for a move and bring one into the game.

When someone attacks someone, for example, a playgroup is likely to want some rules to draw on, and moves make it easy to place some rules there for them to reach for.

(Relatively easy!)

But so that's #1: design-stuff that's you lay out, waiting and available, to bolster uncertain moments, ease or forestall awkward moments, in the playgroup's unstructured conversation.

#2 is design-stuff that gives a particular player a conversational benefit when the playgroup remembers it and brings it into play. PbtA games are pretty good at this too.Take for example, from Apocalypse World, the Maestro D's move just give me a motive. Whenever you want, you name a character who could conceivably eat something that you've handled, and maybe you've poisoned them! Ha!

This move isn't designed for a moment of natural uncertainty or awkwardness, it's designed for the player to remember it and bring it into the conversation opportunistically, precisely for the benefit it offers.

Here's a fun nuance of this idea. A rule like this can offer you a benefit as a player, and/or offer your character a benefit as a fictional person.

In a game where your goal as a player isn't to see your fictional character to victory, these can be completely different things! And this, I think, is one of the hidden keys to designing good moves in PbtA games: on a miss, you the player still get a conversational benefit, even if your character suffers.

Conventional wisdom says, "a miss is never 'nothing happens,'" and I think that's not the whole story, it's just the starting point. From there, additionally, even on a miss, you as a participant in the game have asserted yourself positively upon the live conversation.

You've said something interesting, and the conversation continues in full respect of it.

A good move validates your idea and takes it seriously, affirms you as an active and positive contributor to the conversation, encourages the other players to build on your idea, even when it has to give grief and hassle to your character. In other words, it makes sure that punishing your character IS NOT the same thing as shutting you out of play.

And what this means, of course, is that you as a participant in the live, urgent, unstructured conversation of play, you are willing and eager to reach out opportunistically for design-stuff to bring into action. You're willing and eager to roll those dice, secure in the knowledge that it'll matter, and it'll be good, and you won't regret it even if your character does.

So that's what I've got. You reach for moves (a) when the conversation hits a moment of natural awkwardness and you want a little bit of structure to get you through it, and (b) when you remember a move that will give you some leverage on the conversation that you want.

What do you think?

-Vincent

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https://itch.io/t/419847/how-do-you-design-compelling-gm-moves-and-principlesHow do you design compelling GM Moves and Principles?https://itch.io/t/419847/how-do-you-design-compelling-gm-moves-and-principlesSat, 16 Mar 2019 05:31:56 GMTSat, 16 Mar 2019 05:31:56 GMTSat, 16 Mar 2019 05:31:56 GMTGM moves and principles and, just in general the GM section of books are always the most ageda inducing section of designing a book for me. What are ya'lls takes on them, and how do you make them more compelling than just "run the dang game"

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