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(+2)

The theory and tools for teaching the game are actually what drew me to pbta first more than any specific mechanic. I've been wanting to rewrite dnd using pbta just to better explain it to people. 

There's a chapter on making your own BoB games int he core Dream Askew/Dream Apart book and the stuff that seems most central beyond "how to easily do what I did" is focus on the communities instead of conflicts and the different perspective on what the game needs to be. There's not usually much combat in a BoB game for example. She talks about making a larp and how that would change how lures work and whether that would be an issue and doesn't really make any specific pronouncements. I suspect she might play it fast and loose but that is an assumption on my part. 

Either way Dream Askew I think is a very influential game with a lot to recommend it.


(+1)

Well Dungeon World is certainly an excellent example of how NOT to rewrite D&D in PbtA. (I love Dungeon World by the way.) So there's a lot to go off of there on that subject.

(+2)

Every time I read Dungeon World, which I like, I think about how much better it could be.