yosemitemike
Legendary Pubber
- Joined
- May 31, 2023
- Messages
- 237
- Reaction score
- 916
There are a lot of PbtA games out there and I don't really want to sort through them to find something that I would like. There's just too much of it.
What I have run and why I didn't like it
Night Witches
This does a decent job of being a lesbian telenovela simulator. For a game that's supposed to be about WWII aviators, the plane part of the game barely exists. Also, in play, there's really not much to the game other than doing the day/night cycle several times and then moving to a different location to do that some more.
Monsterhearts
The strings mechanics work pretty well for what they are supposed to do but it's not something I want to do. The idea that you can get these strings on other PCs and then use them to punish people for not playing how you want them to play is counter to the way I run games
What I don't like
Playbooks
I don't like it when the designers clearly cared more about some playbooks than others. The worst is when there is one that may as well be renamed The Protagonist because that's clearly what they are supposed to be. The nature witch from Thirsty Sword Lesbians is the worst example I have seen. They clearly cared more about this one than the others to the point that they may as well have called it The Main Character. On the other extreme, there are playbooks that exist to be sidekicks. Sometimes explicitly so. You don't get any cool mechanics. You are...there.
I don't like it when playbooks effectively are your character. They aren't a type of character. They are a character. This is who you are. This is what you do. This is how you do it.
Moves
I don't like games with an extensive list of specific moves especially when some of them are things that anyone should be able to at least try like befriending someone or hitting someone with a barstool. You need to have a move to do that...or do you? I don't have the improvised weapons rule so I can't hit someone with a bottle in a bar brawl...or I can using the general hurt you move? The first is dumb and the second makes that specific move irrelevant. It also turns the generic moves into supermoves. If you have +3 to the generic hurt people move, screw everything else.
I don't like vague moves. On a 7+, you do the thing but vague bad thing happens. Fate intervenes. You must make a sacrifice. Fill in vaguely bad thing here. What does that even mean?
PbtA seems to be a fine balancing act between not specific enough and too specific. Too far either way and the whole thing falls apart. Not specific enough and it becomes a vague mess. Too specific and it becomes a straitjacket.
So what's a PbtA game that I might like. Ideally one that does something interesting with the system instead of just throwing the system on to whatever idea the game is about.
What I have run and why I didn't like it
Night Witches
This does a decent job of being a lesbian telenovela simulator. For a game that's supposed to be about WWII aviators, the plane part of the game barely exists. Also, in play, there's really not much to the game other than doing the day/night cycle several times and then moving to a different location to do that some more.
Monsterhearts
The strings mechanics work pretty well for what they are supposed to do but it's not something I want to do. The idea that you can get these strings on other PCs and then use them to punish people for not playing how you want them to play is counter to the way I run games
What I don't like
Playbooks
I don't like it when the designers clearly cared more about some playbooks than others. The worst is when there is one that may as well be renamed The Protagonist because that's clearly what they are supposed to be. The nature witch from Thirsty Sword Lesbians is the worst example I have seen. They clearly cared more about this one than the others to the point that they may as well have called it The Main Character. On the other extreme, there are playbooks that exist to be sidekicks. Sometimes explicitly so. You don't get any cool mechanics. You are...there.
I don't like it when playbooks effectively are your character. They aren't a type of character. They are a character. This is who you are. This is what you do. This is how you do it.
Moves
I don't like games with an extensive list of specific moves especially when some of them are things that anyone should be able to at least try like befriending someone or hitting someone with a barstool. You need to have a move to do that...or do you? I don't have the improvised weapons rule so I can't hit someone with a bottle in a bar brawl...or I can using the general hurt you move? The first is dumb and the second makes that specific move irrelevant. It also turns the generic moves into supermoves. If you have +3 to the generic hurt people move, screw everything else.
I don't like vague moves. On a 7+, you do the thing but vague bad thing happens. Fate intervenes. You must make a sacrifice. Fill in vaguely bad thing here. What does that even mean?
PbtA seems to be a fine balancing act between not specific enough and too specific. Too far either way and the whole thing falls apart. Not specific enough and it becomes a vague mess. Too specific and it becomes a straitjacket.
So what's a PbtA game that I might like. Ideally one that does something interesting with the system instead of just throwing the system on to whatever idea the game is about.