| MCTriangleCity |
Just checking if anyone would be interested in a Powered by the Apocalypse campaign. I'd prefer to play but I'm experienced and open to GMing Apocalypse World, Dungeon World, The Sprawl, Masks and Uncharted Worlds and will if no one else wants to be GM. If someone else is GMing, I'm open to any game that uses the PTBA system. Anyone interested?
| GM Mogthrasir |
Dungeon World games typically get a decent response on these boards from what I've seen. The rest of those should receive equally good reception (and Uncharted Worlds just came out with a fantastic expansion!)
I'm locked up currently in other games, but I love this system (PbtA) and wanted to boost this so more people get a chance to try it out!
| MCTriangleCity |
So that's one vote for Apocalypse World and one for anything other that DW. I'm open to running/playing any PBTA. Fellowship is another I'd love to play. Id I'm GMing prefer a 72 or 96 hour posting schedule, somewhere between 3-5 players and at least decent writing ability/grammar from everyone involved. I'd also be open to rotating the GM position if anyone is interested.
| YoricksRequiem |
I don't know what those are but I have looking to expand beyond the stuff from DND and Pathfinder.
Brief summary:
Powered by the Apocalypse is a fairly light game engine created with Apocalypse World back in 2010. Basic premise is that rolls are 2d6 + Attribute (typically -1 to +3) where a 6 or lower is a failure, 7-9 is a partial success, and 10+ is a full success.
Rather than havins skills or abilities, the PBTA system is very fiction driven and uses moves, encouraging you to describe the actions you're taking and having that trigger a move use, rather than vice versa. There are classes (called Playbooks) which offer specialized moves, and you can gain more as you level up.
So eg if you're a Rogue you might have moves unique to your class that make you better at Disabling Traps.
There is no initiative or turn order, with combat acting as narratively focused as the rest of the game, instead of feeling "different" to the rest of play and breaking the flow. And the games are very collaborative, having the players help create the world.
There are a ton of hacks. The original Apocalypse World is often compared to Mad Max but can simulate a lot of different apocalypse scenarios. Dungeon World is probably the most popular because it's an easy transition over from D&D. There's also Monsterhearts (teenage monster romance), Masks / Worlds in Peril (superheroes), The Sixth World / The Sprawl (Cyberpunk & Shadowrun-inspired), Tremulus (Lovecraftian), and hundreds more. Hacks for almost anything you can think of.
It's a great, great system.
| MCTriangleCity |
So that's one vote for AW, one for Urban Shadows and one for anything other than DW. I'm much more familiar with AW's rules than Urban Shadows so I'd probably vote for it as well. I'd also love to run Masks if there's interest. If we can confirm three players, I'm down to decide on a system, start world building, character creation and then the campaign!