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The reason Gangbusters B/X fails for me is that it misunderstands mechanics (class/level) for play structure and so fails to recapture what makes D&D *and* Gangbusters good.
Kinda tragic, because Mark Hunt (who I believe made the B/X &D hack, unless there's another around somewhere) really gets Gangbusters (in particular campaign, Braunstein-ish Gangbusters*) better than almost anyone I've ever heard discuss it.

* As opposed to Crime-of-the-Week, investigative Gangbusters.
 
My issue with PbtA is that handing players a menu of actions they can take is completely at odds with the looseness I want from a narrative system.
So I have played very limited PbtA games (MotW and Masks) and while I thought that too I believe defenders of the system will say that is a misrepresentation of how it is supposed to be played. I’m not a big fan of PbtA and can’t really defend it but I do think it is more than a limited menu of actions players can take.
 
My issue with PbtA is that handing players a menu of actions they can take is completely at odds with the looseness I want from a narrative system.
I find this take really odd. The actions are no different than stat check/skill check systems. Essentially anything that isn't covered by one of the specific actions (which thus imposes specific consequences) defaults to the take a dangerous action action, whatever that happens to be in the specific game. Some PbtA-based games get rid of almost all the actions and default most everything to stat + risky action. In neither case do the actions in any way limit what a player can declare or attempt (and players are specifically not supposed to declare the named actions, they declare what their character is specifically trying to do and the GM tells them what to roll for it).

Generally, I see the above and I think that someone has explained how PbtA works really, really badly.
 
Kinda tragic, because Mark Hunt (who I believe made the B/X &D hack, unless there's another around somewhere) really gets Gangbusters (in particular campaign, Braunstein-ish Gangbusters*) better than almost anyone I've ever heard discuss it.

* As opposed to Crime-of-the-Week, investigative Gangbusters.
Yes, he does but B/X is 100% the wrong system for it. I really wish they republished the limited Gangbuster rules set that was available for a while, more maybe I got that in a bad place? Anyhow the original rules were great and it deserves a retroclone and Hunt is the person to do it as he has the blessing of the author. Just make it different enough for WotC and their pinkertons to leave them alone.
 
(I can be accused of a double standard here because of my love for Ghastly Affair, but really that just uses old D&D mechanics and then mutilates them so much it's no longer really an OSR or D&D game anyway).

Ghastly Affair is an excellent example of taking the bare bones of D&D/OSR stat structure as a lingua franca, and then building a genre game on top of that skeleton.
 
My issue with PbtA is that handing players a menu of actions they can take is completely at odds with the looseness I want from a narrative system.
Mine is largely that the trope based worldbuilding frequently leads to me feeling like I'm playing in a TV Tropes page rather than a living, breathing world. It's noticable that my favourite narrative RPGs by far are Spire & Heart which take the opposite approach and go all in with worldbuilding.
 
I find this take really odd. The actions are no different than stat check/skill check systems. Essentially anything that isn't covered by one of the specific actions (which thus imposes specific consequences) defaults to the take a dangerous action action, whatever that happens to be in the specific game. Some PbtA-based games get rid of almost all the actions and default most everything to stat + risky action. In neither case do the actions in any way limit what a player can declare or attempt (and players are specifically not supposed to declare the named actions, they declare what their character is specifically trying to do and the GM tells them what to roll for it).

Generally, I see the above and I think that someone has explained how PbtA works really, really badly.
Fair enough. I will freely admit to not having a good handle on the game.
 
Yes, he does but B/X is 100% the wrong system for it. I really wish they republished the limited Gangbuster rules set that was available for a while, more maybe I got that in a bad place? Anyhow the original rules were great and it deserves a retroclone and Hunt is the person to do it as he has the blessing of the author. Just make it different enough for WotC and their pinkertons to leave them alone.
Yes, while I wouldn't want to run B/X Gangbusters, I can see that Hunt clearly could design a fantastic edition with a more appropriate rule set.
 
Fair enough. I will freely admit to not having a good handle on the game.
To be even more fair, lots of people read PbtA games and come to the exact same conclusion. You don't really see what it's all about until you sit down and play it with someone who has at least some idea what they're doing.
 
To be even more fair, lots of people read PbtA games and come to the exact same conclusion. You don't really see what it's all about until you sit down and play it with someone who has at least some idea what they're doing.
Yep, the first game of Monster of the Week I played in was run by someone that had only read the books and ran it that way (pick a move). I had better experiences later with more experienced PbtA GMs but am still not a big fan of the system
 
Mine is largely that the trope based worldbuilding frequently leads to me feeling like I'm playing in a TV Tropes page rather than a living, breathing world. It's noticable that my favourite narrative RPGs by far are Spire & Heart which take the opposite approach and go all in with worldbuilding.
Yes. My preferred GM structure is to have a solid setting full of interesting NPCs with their own agendas. I am very much a supporter of the idea of playing to see what happens, but playing to see what exists just doesn't fit well with my GM style. It's not so much a criticism of the game as it is a case of not the kind of fun I like to have as a GM. I like to have a set of playing pieces I can move around the board.

Probably the two most formative supplements for me were Masks of Nyarlathotep and Chicago by Night. MoN really impressed me with the way most of the chapters are locations and NPCs but with no set structure to how things play out and CbN was mostly just a big social sandbox. I'm starting a Wandering Heroes of Ogre Gate campaign today, and it's another game along the same lines.
To be even more fair, lots of people read PbtA games and come to the exact same conclusion. You don't really see what it's all about until you sit down and play it with someone who has at least some idea what they're doing.
To be even fairer than you, the one time I tried running it, it was not a good group, and I don't think it was the best constructed PbtA game.
 
I don't think it was the best constructed PbtA game.
I find this actually incredibly common and probably contributes a lot to my hatred of "crap it's another PbtA game" when seeing something that looks interesting.

PbtA looks simpler than it is. And so many people designing games for it don't seem to understand how PbtA works.

It's like looking at all the people trying to make their own classes for like, 5e or whatever is their favorite system, and it being glaringly obvious that they don't understand the basic building blocks of the game they are trying to make a class for.

I think it is worse with PbtA though because the people who are attracted to PbtA (very very narrative focused people), are often not mechanics oriented people anyway.

(And to be fair to those people, I think that isn't exclusive to amatuer creators making their own PbtA game or houseruling 5e. I think the later 4e official supplements for D&D also seemed to fundamentally not understand the system).
 
Generally, I see the above and I think that someone has explained how PbtA works really, really badly.
It is not a special problem with PbtA. The hobby and the industry struggles with many folks thinking that RPGs are like traditional games where it is played by the rules or you are cheating.

I have observed that this effect gets more pronounced when a system presents a clear menu of options that account for nearly all of what a character can do in a campaign. Which PbtA based RPG by design often do. But the same thing is true with systems like D&D 4e, GURPS, Hero System, and others.

This is why long ago, I stress describe first when playing GURPS starting back in the early 90s. While not a problem with players new to GURPS, I encountered enough experienced GURPS outside of who I normally game with who treat everything in a GURPS campaign like an elaborate board game. The solution is to stress describe and then roll.
 
I liken D&D 5e to Monopoly.

Monopoly is sort of grandfathered in, everyone knows about it (even if they don't play it), its not a great "fun times" game out of the box, and its really really heavily advertised in the mainstream & media.

Its not that Monopoly is the best board game for family night or whatever. Its that its what is ubiquitous in the mass market consiousness and advertising. You only start to get into fun games if you're an actual hobbyist or looking for the unadvertised alternatives. Most people just drag out Monopoly and fool around with "making it more fun" because its what they know, what they see in media and adverts, and they think all board games are like that.

D&D is the same these days.
 
I know Monopoly still sells, but is it still a game people play? I thought people bought the versions based on the pop culture properties they wanted to display their interest in and placed next to their wall of still-in-the-box Funko Pops. Essentially background wallpaper for their streaming channel.
 
I know Monopoly still sells, but is it still a game people play? I thought people bought the versions based on the pop culture properties they wanted to display their interest in and placed next to their wall of still-in-the-box Funko Pops. Essentially background wallpaper for their streaming channel.
Yes normal people and families still play Monopoly and Yahtzee. We, anyone that posts here, do not qualify as ‘normal people’
 
Eh, I wouldn't say 5e is Monopoly.

I don't like 5e, but its worst sin is just being kind of meh. I still play it in games that other people run becuase I like those people. And there are tabletop RPGs I won't play no matter who is running it (3.x D&D/PF1e).

On the other hand, you would have to be paying me for me to play Monopoly. It is just a bad game.

5e is more like Catan. It's basic and bland but there are a ton of people who still love it and play it a lot, and it isn't the worst thing you could do with a Saturday night, but if you are into the scene, you know there are a ton of other, better, games you'd rather be playing.
 
Eh, I wouldn't say 5e is Monopoly.

I don't like 5e, but its worst sin is just being kind of meh. I still play it in games that other people run becuase I like those people. And there are tabletop RPGs I won't play no matter who is running it (3.x D&D/PF1e).

On the other hand, you would have to be paying me for me to play Monopoly. It is just a bad game.

5e is more like Catan. It's basic and bland but there are a ton of people who still love it and play it a lot, and it isn't the worst thing you could do with a Saturday night, but if you are into the scene, you know there are a ton of other, better, games you'd rather be playing.
If you add Beowulf Age of Heroes or even Adventures in Middle Earth 5E improves fairly drastically
 
Rob clearly doesn't spend enough time on r/RPG.

"I want to run a game about common folk investigating cosmic horror in the 1920s. Should I use D&D?"
Hehe. Yeah I'm subbed to that Reddit and it's frustrating that though its a general RPG Reddit more often than not questions are about D&D and what someone can do with D&D. Even though there are multiple D&D focused Reddits.
 
Fair enough. I will freely admit to not having a good handle on the game.
In my opinion the game comes at rpgs assbackwards. It's trying to be different and to do so it basically tries to reverse everything about how you would come at a ttrpg. I totally dislike the mechanics of the system. When I and the players have to stop and think it through and make these choices that feel artificial and conflated I am not a fan. It slows the game play while your brain has to mentally translate what it wants you to do.

I consider the mechanics akin to that crap that Fantasy Flight does with some of its games. The bullshit dice that make you have to translate them into what the die rolls mean. The mechanics that made me think of how living in another country for a decade made me feel while trying to communicate. Where when you listen to someone speak to you in another language that there is this mental lag while you translate it into your own language before you can reply.

PbtA and Fantasy Flight's die system do that for me. Systems where it doesn't run through your mind intuitively suck ass. PbtA wants to be different to be different, to be special. What it does instead is make me slow down game play and go WTF, before getting on with the gaming. Fuck PbtA and Fantasy Flight. Stop trying to reinvent the fucking wheel and lets get on with gaming.


Got that off my chest... I feel better.
 
To be even more fair, lots of people read PbtA games and come to the exact same conclusion. You don't really see what it's all about until you sit down and play it with someone who has at least some idea what they're doing.

Ya think, that might be a part of the problem with PbtA?
 
Screenshot_20240419_092624_Firefox.jpg
And would we be able to tell the difference?
 
Ya think, that might be a part of the problem with PbtA?
I'm not being facetious. PbtA can be a rough go to run for the first couple of times if you're coming from other game systems and lack any solid guidance. Running it isn't complicated at all, but that doesn't mean people don't trip like keystone cops over the actions thing. That said, the general precedent of players declaring skills checks and not actual specific actions is an awful in any system (IMO). I'll step off my soapbox now. :grin:
 
I'm not being facetious. PbtA can be a rough go to run for the first couple of times if you're coming from other game systems and lack any solid guidance. Running it isn't complicated at all, but that doesn't mean people don't trip like keystone cops over the actions thing. That said, the general precedent of players declaring skills checks and not actual specific actions is an awful in any system (IMO). I'll step off my soapbox now. :grin:
But you don’t declare skill checks in PbtA, you just describe what your character is doing and at some point the GM will stop you and say, “that sounds like a ____, roll your dice.”
 
But you don’t declare skill checks in PbtA, you just describe what your character is doing and at some point the GM will stop you and say, “that sounds like a ____, roll your dice.”
That's what I said, yeah. What the people do that bounce off PbtA is often the other thing. The idea that there are a limited number of thing you can do or actions you can declare is by a mile the most common criticism of PbtA that I've heard. I don't blame people for making that mistake, but they are certainly doing it.
 
*squint* is this the original SMBC comic? Or is it an edit? It seems a little too inside baseball for Weinersmith.
No idea. It showed up looking just as it does in my facebook feed.
 
I consider the mechanics akin to that crap that Fantasy Flight does with some of its games. The bullshit dice that make you have to translate them into what the die rolls mean. The mechanics that made me think of how living in another country for a decade made me feel while trying to communicate. Where when you listen to someone speak to you in another language that there is this mental lag while you translate it into your own language before you can reply.

PbtA and Fantasy Flight's die system do that for me. Systems where it doesn't run through your mind intuitively suck ass. PbtA wants to be different to be different, to be special. What it does instead is make me slow down game play and go WTF, before getting on with the gaming. Fuck PbtA and Fantasy Flight. Stop trying to reinvent the fucking wheel and lets get on with gaming.

For me and my friends, it didn't take more than a couple of sessions to get used to the dice in FFG SW. So in my opinion, it's just a question of getting used to a new system. Some systems just take longer than others for this to happen.
Can't speak on PbtA, because I haven't played any games with that system only read some of them.
When I read Blades in the Dark it reminded me a bit about Mouse Guard 1e, with it's very structured gameplay loop. Haven't played any of those either though.
 
PbtA and Fantasy Flight's die system do that for me. Systems where it doesn't run through your mind intuitively suck ass. PbtA wants to be different to be different, to be special. What it does instead is make me slow down game play and go WTF, before getting on with the gaming. Fuck PbtA and Fantasy Flight. Stop trying to reinvent the fucking wheel and lets get on with gaming.
I agree with you and largely feel the same way about the system.

As a thought exercise why do you think it has the fan base it does? What about it that gives makes it the system of choice among some hobbyists. Grant, there have been a lot of obscure RPGs with very different takes but vanishingly small audiences. In contrast PbtA has already passed some hurdles to where it is now a niche of its own. And we are now talking 14 years since the debut of the system.
 
All systems take a bit of getting used to unless they are basically doing the exact same things that every other system are doing.

I like experimentation. It's how we find things that work for us. Very rarely have I found the first way something was done was the best way to do it for me.

And that is the thing with RPGs, it's all about what is better for the individual group, not some objective "better for everyone" thing. So variety and experimentation are good. And if those games aren't for you, that is fine, too.

Saying they shouldn't exist though is basically saying "I have what works for me, so no one should ever try anything else." It seems like a fundamentally selfish perspective.
 
I agree with you and largely feel the same way about the system.

As a thought exercise why do you think it has the fan base it does? What about it that gives makes it the system of choice among some hobbyists. Grant, there have been a lot of obscure RPGs with very different takes but vanishingly small audiences. In contrast PbtA has already passed some hurdles to where it is now a niche of its own. And we are now talking 14 years since the debut of the system.
This post is presented as an honest response to Rob's thought exercise request above and I would appreciate it if the Pub could refrain from taking this as yet another opportunity to dump on PbtA by refuting my points. They are reasons why it has worked _for me_. If it does not work for you then that is fine but this discussion is about why it _has_ appealed to people and grown rapidly over the last 15 years.

Reasons that I think Apocalypse World works for me include:
  • It is very fast in play, ie faster than BX, this means it fits better into modern schedules than 5-6 hour or more sessions of yore.
  • It is low prep and rapid to start and complete a campaign.
  • AW has brilliant sandbox setup and execution tools and instructions.
  • The rules basically never need to be referenced during play since the character sheets and play sheets are so well designed.
  • AW is charged with vibrant, implied colour at every turn the way the best OSR settings are.
  • It explains how to hack it. Part of the game (like BX) is hacking it to your campaign.
  • It sings when played with players who are active contributors rather than passive ones. (A table of GMs or nearly all GMs works best in my experience). This, along with the rapidity of play means everyone is encouraged to be engaged all the time.
  • The PC are highly competent from session 1 and can even command a whole scene alone in a way that common in drama but not rpgs.
  • It has great supports and tools for the GM to drive improvisational play that are much more scaffolded than even the best OSR proceedures. These tools all emphasise creating vibrant fiction rather than just proceedures a GM has to learn to riff off.
  • I have observed it driving fiction-first play in a way that non-RPGers can easily engage with.
  • It looks mechanically similar enough to traditional RPGs that experienced players can engage with it more easily than more unusual narrative designs.
  • It sings at smaller group sizes (2-4 players) which is often problematic for D&D-style games and makes it easier to get games going.
  • There is a varied (expandable) range of play goals/setting elements due to the range of Playbooks (classes) available since they each shape the implied world as well as providing a character template.
  • I like the initial shared setting creation driven by playbooks rather than reading lots of lore, it also means the players are bought into and know the setting since they help to make it (but note the GM has the final say, contry to some popular memes).
Note 1: my comments are mainly about Apocalypse World itself rather than "PbtA" because, obviously, lots of that is crap (just like lots of anything).
Note 2: I am well aware of downsides of AW too having run several campaigns of it and other PbtA systems (and a very wide range of other systems since the '80s). Edit: This post is not about those things.
 
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I thought the reference to “menus” in PbtA wasn’t about actions, but about the results of some of the moves.

I’ve seen at least two PbtA games where a move has something like “on a 7-9, pick two of the following, on a 10+, pick three” and then a bullet list (or “menu” as it were) of options from which the player picks.

I’m not making a value judgement here, it’s neither good nor bad. But it does exist.

Though I’m definitely glad that PbtA games exist because lots of people like them and it’s just as much of a roleplaying game as D&D or World of Darkness stuff or (insert your favourite RPG here) as far as I’m concerned. So any game system that gets more people playing and having fun is a net positive.

The fact that it doesn’t work well for my group (and we gave it a real try), means that six whole people aren’t going to buy any new PbtA games. Oh, well. It’s not like people aren’t making other games I do like.

(Though it IS annoying when a property I really like gets published using PbtA, but that’s life. I deal with the disappointment - often through judicious use of whiskey - and move on.)
 
The basic design philosophy of PbtA works like this. Whatever actions are core to the game you want to run get their own moves with specific menus of results that scaffold the conflict you're trying to present. Anything else that doesn't fall into those categories gets roped into the Danger Move, because as in any other game you shouldn't even be rolling if there aren't risks and consequences. The menus are just there to allow the game to specify outcomes for actions that are core to the main intended design action of the game.
 
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