This jam is now over. It ran from 2019-09-01 05:00:00 to 2019-09-23 05:00:00. View 78 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 game about things breaking in space
A one-page, one-move #pbta #ttrpg without an MC!
A game of space solitude and inevitability
The Goose King has awoken and he needs his best Geese to find Shinies.
A one-player TTRPG based on a dream about being a ghost
A game about meeting your love from a past life
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
An RPG of espionage & amnesia, for 1 Player and 1 GM
A diceless RPG about survival
Race through any fantasy map you can find: cities, dungeons, even entire kingdoms
A pamphlet roleplaying game about war and memory
A Game of Bounty Hunters and Loaded Questions
a single-move, single-sheet, setting-agnostic PbtA microgame
Of Magic and Familiars
A one move game about changing your mistakes
A game about depression.
A melancholy journal-writing game
A pbta game about the single-minded pursuit of a hidden truth that you have only glimpsed but cannot ignore
A game about the most exciting moment in baseball.
or, when you fall for her
You have seen it from afar. You are going into the sea to meet it.
Solve crimes with friends in this one-move RPG
a game of divine transfiguration
A one-page, one-roll, GMless RPG about world building and petty gods
An end of campaign PbtA move for lovers of operatic games
A #YourMoveJam roleplaying game about dwarven miners digging their way to find the ancestral treasure.
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 one-move pbta game for the Your Move jam. Open the lore spigots.
A one-move role playing game about being a captured superspy
A lyric game about travelling through time to connect with your family through time travel and food.
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 game about who you were
A game about punk kids facing down The FEAR
You are already playing.
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
A One Move PBTA Game about Limits
Power struggles in the Illuminati, at the end of the world
A game about deciding where to get your next meal
A one-move PbtA story game about bargains with the fey
A submission to #YourMoveJam
Pretty self explanatory. You're Charles Bronson. Powered by the Apocalypse
A one-page, one-move, one-shot game of accusations and alibis.
A Game of Getting What You Want Through Inaction
Hard work, horses, and herding in the American West
A one-move rpg of duelists in 17th century France
A storytelling game about a magical road trip, for 2-5 players
A tabletop game of animal spies in Cold War Europe.
A GMless one page game for 3+ players where you vie to strike the most dramatic pose!
One-page story game of people who could love each other if they were a little bit brave.
A game of feline experimentation and academic politics, for 2-5 players
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 party game of no stakes lies
A roleplaying game using PbtA principles and the rolling mechanic from the table game craps.
A role-playing game of summoning deities and dealing with their presence
A maximalist one-move game
a solo game to face personal demons
a flashcard solo game
A Tabletop Role-Playing game of Cosmic Horror in the Old West