This jam is now over. It ran from 2019-09-01 05:00:00 to 2019-09-23 05:00:00. View 77 entries

Introducing the Your Move Jam - a chance for mechanical minimalism and accessible design. The idea is to create a game where your only mechanic is one, single move as loosely defined by Apocalypse World and other Powered by the Apocalypse (PbtA) games. There are resources and information about moves, Apocalypse World, and PbtA below, in case you are unfamiliar with those concepts.

If you already know what we're talking about, then you know what to do from here. One move is all you've got, though feel free to add in as much fictional information as you'd like. Other common PbtA elements, like character archetypes, principles, experience, and countdown clocks are, well... some people would absolutely consider those mechanics, others would consider them world building. Feel free to include those if you don't consider them mechanics. Or include them if you do consider them mechanics. Or maybe even tie them in to be part of your move. As Apocalypse World shows us, there is no status quo.

I'd also like to encourage everyone that submits to put a price tag on their game, be it $1 or $100. Gotta get that barter to sustain your lifestyle.

Games promoting racism, sexism, homophobia, colorism, ableism, fascism, transphobia, islamophobia, anti-semitism, or other bigotry will be removed from the jam.

A Brief and Probably Inaccurate History of Moves:

The year 2010 saw the release of Apocalypse World, written by D. Vincent Baker and Meguey Baker. One of the core mechanics of the games was moves. Moves were generally built around how in-game events would trigger mechanical actions, such as rolling dice or spending resources. There were moves available to everyone, the Basic Moves, and Playbook moves, available only to certain players. Depending on who you ask, Apocalypse World may not have been the first to use this particular framework to tie fiction and mechanics together, but it was the first (I think) to call them moves, a name/framework that has persisted in the likely hundreds or games that have been created under the umbrella of Powered by the Apocalypse, or PbtA, in the nine years since then, as well as a number of games whose designers have credited Apocalypse World as an influence but do not consider their games PbtA.


Here is an example move from Apocalypse World:

Fingers in every pie: put out the word that you want a thing—could be a person, could be somethin somethin, could even be just a thing—and roll+hot. On a 10+, it shows up in your establishment for you, like magic. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up in your establishment for you with strings wicked attached.

There are many different things a move might include. Some, but not all, of the possible defining characteristics are:

  • A player rolls two six sided dice and adds them together.
  • A player rolls dice and adds a stat or other bonus/penalty to the roll.
  • There are three tiers of results:  failure, partial success (either you don't get everything you wanted, or you get it but there are strings attached), and total success. 
  • There are three tiers of results based on the dice rolled - usually 6 or less, 7-9 or 10 and above.
  • A move starts with a fictional position and gives mechanical tools to resolve the specifics of that position. i.e
  • To do it, do it: if you want to engage the mechanics of a move, you have to satisfy the fictional trigger. If you enact the fictional trigger, you must engage with the mechanics.
  • Failure on a roll doesn't necessarily mean the thing doesn't happen, it just means things get complicated.

Here you can find all of the Basic moves and Playbooks from Apocalypse World for free. Here are some forums where there are discussions of many games by the Bakers and of other PbtA games that people are working on. Here is a link to a Twitter thread about some different ways moves can be structured. Here is a thread about the math of rolling two six-sided dice, and the different ways to affect the players' outcomes.

If you have more questions about moves or this jam, or if you would live to report a game, please reach out to @transistence on Twitter.


All submissions

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A one-player TTRPG based on a dream about being a ghost
A one-page, one-move #pbta #ttrpg without an MC!
a game about things breaking in space
A game of space solitude and inevitability
A game about meeting your love from a past life
The Goose King has awoken and he needs his best Geese to find Shinies.
a single-move, single-sheet, setting-agnostic PbtA microgame
A pamphlet roleplaying game about war and memory
An exploration of the relationship between a pilot and a mech, and how they have changed each other.
A micro-game about the ways in which we fall in love a little bit every day. For #YourMoveJam
or, when you fall for her
A diceless RPG about survival
An RPG of espionage & amnesia, for 1 Player and 1 GM
A #YourMoveJam roleplaying game about dwarven miners digging their way to find the ancestral treasure.
A Game of Bounty Hunters and Loaded Questions
A one move game about changing your mistakes
Race through any fantasy map you can find: cities, dungeons, even entire kingdoms
Of Magic and Familiars
A game about depression.
A pbta game about the single-minded pursuit of a hidden truth that you have only glimpsed but cannot ignore
A one-page, one-roll, GMless RPG about world building and petty gods
A maximalist one-move game
A melancholy journal-writing game
You have seen it from afar. You are going into the sea to meet it.
A game about the most exciting moment in baseball.
An end of campaign PbtA move for lovers of operatic games
Solve crimes with friends in this one-move RPG
A game about Grand Conflict & Myth Building
Play a spirit and bestow your blessing on mortals while enjoying tea.
A short game about everything. What do you want to keep?
a game about who you were
You are already playing.
A one-move pbta game for the Your Move jam. Open the lore spigots.
A lyric game about travelling through time to connect with your family through time travel and food.
A one-move role playing game about being a captured superspy
A tarot poker LARP for 11 players
a multiplayer game about THINGS and STUFF
a solo journaling game about a solar system at war, perspective, and reflection
A One Move PBTA Game about Limits
a game of divine transfiguration
A game about punk kids facing down The FEAR
One move to pull off a heist
A Spooky Game about the Elements
A micro-RPG about the unforgiving cruelty of middle school, puberty, conformity, and lycanthropy.
A PbtA story game about long-distance bicycle races
"They are SWIMMING on a space highway!"
Role Playing
Power struggles in the Illuminati, at the end of the world
A game about deciding where to get your next meal
A one-page, one-move, one-shot game of accusations and alibis.
A submission to #YourMoveJam
A one-move PbtA story game about bargains with the fey
A game of feline experimentation and academic politics, for 2-5 players
A Game of Getting What You Want Through Inaction
A one-move rpg of duelists in 17th century France
A tabletop game of animal spies in Cold War Europe.
A storytelling game about a magical road trip, for 2-5 players
One-page story game of people who could love each other if they were a little bit brave.
A GMless one page game for 3+ players where you vie to strike the most dramatic pose!
A single move PBtA micro Roleplaying Game about people of magic fighting abominations for selfish and selfless reasons
a game of awful people being murdered by a serial killer
A role-playing game of summoning deities and dealing with their presence
Hard work, horses, and herding in the American West
a solo game to face personal demons
Pretty self explanatory. You're Charles Bronson. Powered by the Apocalypse
A party game of no stakes lies
A roleplaying game using PbtA principles and the rolling mechanic from the table game craps.
a flashcard solo game