PbtA elements in ICRPG

pbta

#21

i already use this in my games it adds to the depth of the session plus it gives the player a choice if succeeding is worth it. SImple but profound

my rule of thumb is as long as they meet the easy target a partial success can be offered


#22

Not yet. I wanted to get some feedback on here first. I’m looking at next weekend if I can get some victims… I mean playtesters.


#23

I really like the simplicity of this. Might be fun to add some tough choices to my players in these sorts of situations.


#24

Agree with extreme prejudice! Moves, be they Basic, Class, Heritage, Earned (XP or Loot), etc., provide a large framework for players to “find” what they could attempt - while constrained by the environment, blah - blah. Analysis Paralysis quickly overwhelms.

Many die mechanics or range tranches can emulate the 6, 7-9, 10-12 of PbtA. Both for RPG and TT wargaming, I’m working on a playable version of the PbtA method. For TT wargaming the “6-” is a referee activity or target action (like opportunity fire). 7-9 is the Success “BUT” range, and the 10-12 is the Success “AND”. Wargamers love tables so these states have corresponding d10 or d12 outcome tables. This creates a 1 or 10, 12 critical fail or success on that secondary roll. RPG gets this treatment: 6- is GM Full Action, 7-9 is BUT = GM adjusts within desired narrative, 10-12 is AND resulting in a GM and Player coordinated “Better” / “Best” narrative. Eeeks, am I this late to the thread.


#25

I wanted to reply here, but then my response somehow turned into a separate post. So here it is: Make failures more interesting: degrees of success in ICRPG