![]() ![]() So if they attack someone, that might be a ‘Choose Violence’ move, with possible results being: Full Success - do damage and take none yourself Partial Success - choose to inflict damage OR take no damage Miss - take damage. Then when players do something risky or uncertain, the GM decides what move they are doing. How this works is that most play is free-form roleplay/conversation, with the GM deciding what makes sense. Think of these as distinct procedures for different types of situations, like how some editions of DnD had mini games for different situations. ![]() Dice checks are called ‘player moves’.Probabilities are weighted towards mixed successes.Some features common to (most) members of the PbtA family: It’s not usually as light-weight as what we usually think of as ‘story games’, but at its heaviest the mental load will still be less than, say 5e. I think of PbtA as a robust, flexible engine for drama-focused RPGs. ![]()
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