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Powered by the Apocalypse

Powered by the Apocalypse (PbtA) is a tabletop role-playing game design framework developed by Meguey and Vincent Baker for the 2010 game Apocalypse World and later adapted for hundreds of other indie role-playing games.

Most PbtA games share some similarities in game mechanics; nevertheless, the Bakers define a PbtA game not by its mechanics, but simply by its designers' decision to cite Apocalypse World as an influence. Both definitions of PbtA are in use.

Powered by the Apocalypse games are typically centered on resolving what characters do as "moves." Characters have access to a default selection of moves based on the expectations of the game setting. For example, in the fantasy game Dungeon World, characters have access to a hack and slash move, as combat is central to the dungeoneering experience. Alternatively, Apocalypse World has a "seize by force" move, as the game assumes a setting where collecting scarce resources is part of the game-play experience.

Moves are often resolved by rolling two six-sided dice (2d6) and adding any relevant modifiers. Success levels fall on a scale of total success, partial success, or miss. Partial success often means "success at a cost," where players must select an additional negative outcome as the price of success. Likewise, "miss" often means a negative outcome that moves the narrative forward, rather than "nothing happens."

Most PbtA games are class-based. Character classes have access to a number of class-specific moves. Emily St. James of Vox highlighted that "in PBTA games, players roll two six-sided dice (or D6s) to determine whether they succeed or fail at tasks set for them by the game master. The GM, in turn, keeps things moving and tries to preserve a modicum of continuity. But the players also have extreme amounts of leeway to help shape the world and their relationships with other characters". James Hanna, for CBR, contrasted the mechanics of PbtA and Dungeons & Dragons highlighting that:

the differences really come down to crunch and conversation. Players looking for a sandbox or linear adventure with lots of crunchy combat will enjoy D&D in all its glorious variety. Those who want a more collaborative storytelling experience with fewer granular choices (and probably less math) should try PbtA games

Keerthi Sridharan of Polygon wrote, "Games that use the PbtA label are ones that take their cues from Apocalypse World regarding any number of things: running a session zero, how dice mechanics work, or even aesthetic and design elements."

PbtA games typically employ shared world creation. Instead of providing a comprehensive setting with pre-written details that the GM already knows and gradually reveals to the players, the GM and the players collaborate to create details of the world. Similarly, PbtA games often include players in the creation of NPCs. As an example of the commonness of this expectation for PbtA games, Visigoths vs. Mall Goths mentions the PbtA game Masks: A New Generation as a design influence and uses some typical PbtA mechanics like playbooks and 2d6 dice, but includes a section addressed to players of PbtA games to trust that the GM has all the information about the setting and NPCs.

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