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I think they have more things in common than they have differences. At they end, you also have a story, i.e. a linear series of events, you can tell each other after the fact.

I feel most of what David Perry describes above also applies to other games that are about "playing to find out what happens". Very few that I know are about playing out a prescribed story.

For example, if I were to write a PbtA OSR game, I would say the MC section should have something like this:


  • to engage in creative problem solving.
  • to keep the future unpredictable.


  • Employ and reward player ingenuity.
  • Try to be impartial in your judgement.

Yup. Check out my Principia Apocrypha upthread :)