During the last months I have repeatedly played with the idea to run a game “powered by the apocalypse”. These games are mechanically based on D. Vincent Baker’s Apocalypse World. So what makes these games so special that I am interested to give them a try?
Most PbtA games use playbooks for character creation and play. Each playbook describes a certain role and also list this role’s moves. But the playbooks also contain examples for a character’s looks, demeanor, attributes, etc. Instead of going through a long-winded character creation process, you usually just pick a playbook, pick from the available options for name, looks, etc. and you’re good to go. This is great for pickup-and-play style of games.
PbtA games use player-facing mechanics, which means all the dice rolls are done by the players. It’s also the players who move the action forward, the GM is relegated to a more reactive role than in most other games. The story is driven by what the characters do, not what the GM planned beforehand.
PbtA games are the perfect games to just pick up and run. There’s no need to prepare anything. Sure, this means that the players need to be pro-active. It also means that the GM has always keep on their toes, improvising everything. Luckily the GM moves help the GM to keep focus. At least that’s how I understood it. I wasn’t able to try it myself.
A few cons
Unfortunately PbtA games have a couple of issues as well. Some games suffer from a very pretentious writing style that sometimes goes out of its way to make it very hard for traditional gamers to grok. Talk about gate-keeping…
The other related issue is that I often get the impression that some PbtA games don’t explain everything properly. Instead of making sure the reader gets all the information needed to run a particular game, the games more often than not seem to imply a deeper knowledge of PbtA concepts.
What are your experiences with PbtA games? Do you love them or hate them? Please share your thoughts below!