#powered by the apocalypse
Explore tagged Tumblr posts
madameevil · 1 day ago
Note
Honestly since switching to Powered By The Apocalypse (PbtA) systems, I've had a much better experience both running games and playing in them. They put cooperative storytelling first allowing more interaction between players and the person running the game. Examples: "tell me what cool thing you want to do and I'll tell you if you can and what to role." Or "Your character is from this place, right? Do they know of a place?" Then let them create a place in your world with your help.
The last campaign I ran had a wizard who instead of spending hours looking through spells and builds told me what they wanted to do and we worked it out. He was able to be incredibly creative, not all powerful, and even willingly took limitations after his character had a traumatic experience.
It makes the experience so much more enjoyable to me!
I've played
- Monster of The Week
- Dungeon World
- Urban Shadows
All part of this system! Which is another great thing! You can use this system! You can build your own system using it as a base! The creator supports you using it!
No worrying about some company sending a swat team after you~
I saw Dungeons and Dragons Fifth Edition slander and must immediately follow. Never let them keep you down.
We must stand together as haters
84 notes · View notes
haveyouplayedthisttrpg · 2 days ago
Text
Have you played SHEPERDS ?
By Airk Seablade
Tumblr media
Shepherds is a Powered by the Apocalypse game of hopeful JRPG heroics. You play as members of a League of professional do-gooders that works a little bit like a fantasy humanitarian aid association.
Strongly inspired by the Trails series of JRPGs, Shepherds tells a tale of young people doing their best for others, and forging bonds of friendship even as they struggle with their own issues and stand up to the machinations of tragic villains. They'll give heroic speeches, throw themselves into the path of danger, and draw strength from the people they've helped along the way.
Features include a selection of archetypal but highly customizable Stories that provide background and XP triggers; resources that help you succeed and avoid harm and which are restored by talking to your friends and helping people; Trust, which grows as the Shepherds work together and allows them to face more dangerous obstacles; a process of Growing Up where the actions that get you XP change as your character advances.
17 notes · View notes
clairebearsparkles · 5 months ago
Note
Hiya, I was just wondering if there were any updates on your TMA TTRPG project because it seems super fun and I am gnawing at the bars of my cage to hear more about it :D
Tumblr media
Thanks for asking about it. I unfortunately never found the time to test the system, but I think it’s at a point where people can at least look at it, so here’s my google doc of the PbtA heavily based on Monster of the Week tma system
1K notes · View notes
probablybadrpgideas · 5 months ago
Text
Powered by the Apocalypse game where the only move is "Fall To Your Knees, Rend Your Clothes And Lament Your Fate"
981 notes · View notes
valtharr · 9 months ago
Text
Pictures that make a "the only TTRPG I know is D&D"-person spontaneously combust:
Tumblr media
This is the entirety of the magic mechanics in the game "Interstitial: Our Hearts Intertwined"
I'm keeping this post for the next time I hear someone say they don't want to try a new game because it's too hard to learn a new system.
841 notes · View notes
tsuyoshikentsu · 3 months ago
Text
L'Yom Vayom: A Jewish TTRPG
The Complete Edition of L'Yom Vayom, my TTRPG about being Jewish, has just been released! You can grab it at the link below:
Please note that the rules require that the MC be Jewish. Please also note that it might be a pretty tough game to play.
309 notes · View notes
anim-ttrpgs · 8 months ago
Text
Why I Dislike PbtA Games, and How Eureka: Investigative Urban Fantasy is Their Opposite
Tumblr media
@tender-curiosities
Tumblr media
It is no secret that I hate PbtA games.
Though due to a recent misunderstanding regarding another post, I’m going to preface this post by saying that this is going to be a very opinionated post and
I do not seriously think that PbtA games are inherently bad, though I may sometimes joke about this.
While I do often question the taste of people who make and play PbtA hacks, I do not think poorly of their moral character.
While I am going to call for PbtA to be used less as a base for games in the future, I’m not saying that the whole system and all games based on it should be destructified. It’s good for what it’s good for, but unless you’re doing that, I really think you should use something else.
Now that that is out of the way, here’s what I have to say about it.
My first experiences with PbtA games were pretty rough. Monster of the Week was not the first, but it was one of the first ‘indie’ TTRPGs I played after having previously played mostly only D&D3.5e and 5e. I really appreciated that the use of 2D6 over a D20 meant that the dice results would be more predictable, and I really liked the various “classes” I was seeing. (At this time, I didn’t really understand that they weren’t really “classes” at all, though I think I can be forgiven for this because many people, even people who like PbtA games, still talk like “classes” and “playbooks” are interchangeable.)
I was very enthusiastic to play, until it came time to start actually “making” a character, and found that I couldn’t “make” a character. I wanted to make a nuanced, three-dimensional PC who was simultaneously stereotype-affirming and stereotype-defying, with a unique backstory and dynamic with the other characters—but when I went to actually fill out the character sheet for basically any “class”, I found that most of the backstory and most of the personality for my character was being set for me by the playbook. It felt like the only thing about the character I really had a say in was their name, and that two PCs of the same playbook would actually turn out to be almost identical characters. At the time, I thought this was very restrictive and very bad design.
Later, now that I understand the design intent behind it, I still think of it as very restrictive, but I think of it as very bad design for me, not inherently bad.
When I play a TTRPG, I want more freedom in who my PC is. That doesn’t mean I want less rules, in fact having more rules can often increase freedom, but that’s a different post. I want to create original, unique characters, that I won’t see anywhere else. If it’s a class-based system, I want that class to barely touch the details of my character’s backstory or personality, so that I can come up with something original and engaging for why and how this “Fighter” fights. This means that two level-1 Fighters, despite having almost the same mechanical abilities, will potentially be very different people.
PbtA games don’t let you do that. In a lot of PbtA games, you’re not playing your own original character, you’re playing someone else’s character, that every other player that has picked up the same playbook before you has played. It’s more like “character select” than “character creation.” I think I could liken it to playing Mass Effect or The Witcher. Every player may pick a few different dialogue choices in those games that change the story, but we’re still all playing Shepherd or Geralt. No one is going to experience a new never-before-seen story in Mass Effect or The Witcher, which is very much a factor of them being video games and not TTRPGs, and therefore limited to the amount of code, writing, and voice-acting that can go into them.
This anonymous asker who sent a message to @thydungeongal seems to feel pretty similarly to me about PbtA games, and @thydungeongal's response is a very good response about how people find this appealing.
I have more respect for PbtA now than I did, but I still don't like it because to me it seems to play so much against what I consider to be the strengths of TTRPGs as a medium, much like how video games like The Last of Us and David Cage games play against the strengths of the medium of video games, and I will never like it. But other people clearly do, so to each their own.
Then another reason I don’t like it is because I think it’s oversaturating the TTRPG space. I’ve referred to PbtA before as “indie D&D5e”, and i do think that’s a reasonable comparison, because in much the same way that you always hear “D&D5e is a system that can do everything”, I think a lot of people seem to be under the impression that the PbtA system is a system that can do anything. It’s kinda the système du jour for indie TTRPGs right now, and many iterations of it make it clear that many designers do not consider how PbtA differs from more traditional TTRPGs, and how it is specialized for different types of TTRPG gameplay. Just like how I feel PbtA isn’t playing to certain important strengths of TTRPGs, I think that many—maybe even most—PbtA hacks don’t play to the strengths of PbtA. But this isn’t really PbtA’s fault, that comes down to any individual indie TTRPG developer on a case-by-case basis. And the cure for that is something I’m always saying: If you are going to be a writer, you have got to read lots of books. If you are going to be a director, you have got to watch lots of movies. If you are going to be a video game developer, you have got to play lots of video games. And if you are going to be a TTRPG designer, you have got to read and play lots of TTRPGs. That and you have to understand that TTRPGs are specialized. Even "agnostic" systems like PbtA are somewhat specialized, and therefore might really not be a great fit for the game you’re trying to make.
That and, to get more subjective again, there’s like an ocean of them, and I don’t even like the ones that are actually good.
Tumblr media
Now that I’ve talked about how I don’t like PbtA games, I’m gonna talk about a game I do like: Eureka: Investigative Urban Fantasy. Obviously, I like it because I’m the lead writer for it, but I would also like it even if I wasn’t the lead writer for it, because it’s just my kinda game. Eureka is the opposite of a PbtA game. I wrote it to play to what I feel are the strengths of the TTRPG medium.
Eureka’s character creation uses personality traits as a mechanical element of the character, but it does so in a deliberately freeform way. You build your character’s personality out of a list of traits, so who your character is is very much linked to what your character can do, but we aren’t just handing you a pre-made character.
Eureka is designed to incentivize organic decision-making by the PCs, most often by the mechanics of the game mirroring the world they live in. Every mechanic aims to create situations wherein “what will the PC do next?” is a question whose answer can be predicted - it doesn’t need to be ordained by a playbook.
One of my favorite examples of this is, rather than a “Fear Check” forcing the PC to run away if they fail, or “Run Away from Danger” being a “Move” on their character sheet, Eureka opts for the Composure mechanic. The really short version is that one of the main things that lowers a PC’s Composure is encountering scary stuff, and the lower a PC’s Composure, the more likely they are to fail skill checks, and the more likely they are to fail skill checks, well, the less brave they and their player probably feel about them standing up to this scary monster. So if the PC has low Composure, they are more likely to choose to run away. The lower their Composure, the better idea that will seem.
This system really really shines when it comes to monster PCs in Eureka. Most monsters benefit a lot more from having high Composure, but have fewer ways to restore Composure than mundane PCs. Their main way to restore their Composure is by eating people. The rulebook never says “your monster PC has to eat people”, but more likely than not, they’re going to be organically steered towards that by the game and world itself. Sure, they could decide to be “one of the good ones”, and just never eat people, just like you reading this could decide to stop eating food. You technically could, but when your body starts to fail, how long would you? (This is a big part of the themes of Eureka and what it has to say about crime, disability, mental illness, and evil. People don’t just arbitrarily do bad things, it is often their circumstances that leads them down that path until they see little choice for themselves in that matter, and “harmful” people are still just as deserving of life as people who “aren’t harmful”, but that really deserves its own post.)
It has been said that Eureka: Investigative Urban Fantasy actually arrives at much the same end as the PbtA game Monsterhearts, and I actually don’t disagree, but it gets there from an entirely different starting point and direction. The monster PCs in Eureka are very likely to eat people and cause drama, but it won’t be because they have “Eat People and Cause Drama” as a “Move” on their character sheet.
Monsters in Eureka have a lot of abilities, which they can use to solve (and create) problems as the emergent story emerges organically.
(Oh and Eureka is about adult investigators investigating mysteries, and sometimes those investigators are monsters, not about monster kids in high school, to be clear. The same “end” that Eureka and Monsterhearts reach is that of the monsters being prone to cause problems and drama due to the fact that they are monsters, though this isn’t the sole point of Eureka, just one element of it.)
You can pick up the free shareware version of this game from the download link on our website, or the full version for $5 from our Patreon.
And don’t forget, Eureka is fundraising on Kickstarter starting on April 10th, 2024! We need your support there most of all, to make sure we hit our goals and can afford to make the best version of Eureka we can make!
Tumblr media Tumblr media
Interested in branching out but can’t get your group to play anything but D&D5e? Join us at the A.N.I.M. TTRPG Book Club, where we nominate, vote on, and play indie TTRPGs, all organized by our team with no strict schedule requirement! Here's the invite link! See you there!
We also have merchandise.
Tumblr media
373 notes · View notes
hendrik-ten-napel · 5 months ago
Text
I just published the ashcan of my mystery game about the chambermaids of a 19th century alpine hotel
You play as the chambermaids that investigate the disappearance of one of your own: Marga, the boyish girl with the wild curls. It'll be dangerous, sad and probably scary.
Download it on itch.
Tumblr media Tumblr media Tumblr media
While it is still somewhat of a rough draft, it is complete and comes with everything you need to play.
I hope you check it out!
152 notes · View notes
lulzyrobot · 7 months ago
Text
Tumblr media
Had another session of Sprawl a couple nights ago.
For context, Kassidy has a chip in her head that allows the corp she works for (Manticorp) to hijack her and take control of her body to make her do jobs for them. (Which is insult to injury because if they just asked and paid her she’d still do it but this about taking away her autonomy) And the chip has consequences if she spills the details to anyone.
Needless to say, the work Manticorp is forcing her to do is overlapping with the party so she sucks it up and tells the them regardless of whatever pain it was gonna cause her… the chip immediately assumed control and made her watch as she's puppetted into was attacking the party. And Kass is unfortunately one of the two in the group who is built to deal damage. She was able to take control back just before she was about to kill the hacker, stabbing the shoulder instead of his heart.
Needless to say she's having a great time.
153 notes · View notes
jollycryptid · 6 months ago
Text
Tumblr media
My character Amina who I played in a friend's Masks game. She's a Doomed hero cursed with lycanthropy, her curse is now in remission.
Tumblr media Tumblr media Tumblr media Tumblr media
her and the fairy she pulled by being autistic.
117 notes · View notes
s-che · 2 months ago
Text
Monsterhearts 2: Plotting Anti-Plot
Last week I had the fortune to MC (and play) Monsterhearts 2 for the first time as the Dream Library begins a unit on monsters, monstrosity, and monsterfucking which will carry us through November, and boy howdy am I glad we managed to do it. 
For those who (somehow) don’t know, Monsterhearts is a game that bills itself as being about “the messy lives of teenage monsters.” It cites Twilight, Buffy, Ginger Snaps, The Vampire Diaries, and The Craft as media touchstones, it’s not joking when it says that these monsters are 1. messy and 2. teenagers. Monsterhearts is angsty, horny, frightening and, above all else, extremely fun to play. On top of that, Monsterhearts is also one of those games that, if you’re in a certain sector of the indie RPG scene, people will remind you is extremely fun to play all the fucking time. It feels sometimes like every designer I know has a good Monsterhearts story, and as much as Avery Alder’s reputation on a larger stage has been defined by The Quiet Year, I get the sense that for people who like what Monsterhearts is doing it’s an extremely hard game to beat. 
So to be totally honest, I was more than a little anxious MCing for my first time actually playing the game. There’s a sense in which hosting a game which you know is great can be way harder than hosting games you think might be bad — after all, if the session goes poorly, there’s nobody to blame but yourself. On top of that, Monsterhearts moves through some tricky territory: underage sex is a core element of the game, and the eight “Small Towns” (short, pre-prepped settings for quick starting the game) all deal more or less explicitly with histories of racism and colonialism in communities across North America. While these are interesting places to go in play, the idea of taking them on myself as host made me shy away a little bit (and I’m excited in the next session to look at things from a player’s perspective). 
All in all, though, I think the session was a resounding success. I went in with basically no prep and as much familiarity with the book as I could get (not enough to realize the quick reference sheet we were using for the first half of the session was from Monsterhearts 1, but so it goes), relying on the game itself — which leans away from strictly organized plots and encourages you, in true PBTA fashion, to let characters and their needs bounce off each other until the conversation goes somewhere interesting — to get us smoothly into play. I would call my efforts there a mixed success: while Avery has a real skill for writing pedagogically, giving you the explicit frameworks you need to get into play (if you’ve never begun a session of The Quiet Year by reading the rules book aloud to each other, you should go fix that now), the session was hampered a little by some awkward pacing and uncertainty: partially driven by my chronic tendency to waste time on slowly establishing things in one-shots rather than swinging as hard as I can in the first five minutes and letting the players lead from there and partially by player character relationships that lead to clear, decisive actions... which left one of our players bored at work while the other two went off adventuring. We ended up taking a moment, after returning from the normal mid-session bio-break, to chat and refocus ourselves, figuring out where we wanted to go and what we wanted to see in the last hour or so of the session, and then jumping back in and — thankfully — playing hard to reach a strong conclusion. In the end, I’m not interested in tracking down exactly where the first half of our session lost its footing (although I have some ideas for how I could have hit harder as an MC). I’m more interested in celebrating the way the table was able to come together, talk explicitly about what we wanted, and get the game somewhere satisfying for everyone involved. We closed on, among other things: an underwater fight between the Fairy (Mermaid?) Queen and a Kraken-Leviathan-Hellmonster, a throuple sneaking off from a beach party to hook up, and the messy end of a South Jersey summer (complete with a tsunami and a beached whale front of the boardwalk). It was a good time. 
Most striking to me in this moment, however, is the way thinking about Monsterhearts as a plotless game positions both me as MC and the other players. It really speaks to the way that capital-T The capital-C Conversation works in Powered by the Apocalypse games (good ones, anyway) to let play flow not according to the rules of a paced narrative, but along lines of player interest and highly-charged emotional incident. It is, I think, part of what makes all the PBTA games we’ve played in the Dream Library sing (in no small part because we pruned the last unit and didn’t play any PBTA games I think are bad, but that’s a different conversation) and it suits this game — with it’s emphasis on sex and messy desire — extremely well. It also fits in nicely with a point I’ve heard a couple of people make recently: that thinking of RPGs as first and foremost collective narrative engines is, at the very least, a narrow view. 
Anyway, this week I’m fortunate enough to be joined by a new host (hi @jdragsky) so I can check out MH as a player, then we’ve got a couple of two-shots planned for the end of the month before we move on to our next monstrously intimate game: Bluebeard’s Bride. You want in on an upcoming game? Have a link. You want to hear more about Monsterhearts? One of my players wrote up some of her thoughts as well.
Otherwise, well, get out of here. Scram.
63 notes · View notes
starshipsandsuperheroes · 2 years ago
Text
If you want as a bonus you can tell me about how you started in the tags when you reblog I love hearing peoples’ TTRPG stories :)
1K notes · View notes
haveyouplayedthisttrpg · 6 months ago
Text
Have you played APOCALYPSE WORLD ?
By Vincent & Meguey Baker
Tumblr media
Something’s wrong with the world and I don’t know what it is.
It used to be better, of course it did. In the golden age of legend, when there was enough to eat and enough hope, when there was one nation under god and people could lift their eyes and see beyond the horizon, beyond the day. Children were born happy and grew up rich.
Now that’s not what we’ve got. Now we’ve got this. Hardholders stand against the screaming elements and all comers, keeping safe as many as they can. Angels and savvyheads run constant battle against there’s not enough and bullets fly and everything breaks. Hocuses gather people around them, and are they protectors, saviors, visionaries, or just wishful thinkers? Choppers, gunluggers, and battlebabes carve out what they can and defend it with blood and bullets. Drivers search and scavenge, looking for that opportunity, that one perfect chance. Skinners and the maestro d’ remember beauty, or invent beauty anew, cup it in their hands and whisper come and see, and don’t worry now what it will cost you. And brainers, oh, brainers see what none of the rest of us will: the world’s psychic maelstrom, the terrible desperation and hate pressing in at the edge of all perception, it is the world now.
And you, who are you? This is what we’ve got, yes. What are you going to make of it?
Apocalypse World is the award-winning and critically acclaimed game that launched the Powered by the Apocalypse school of rpg design.
332 notes · View notes
whereserpentswalk · 1 year ago
Text
Starting my motw campaign: "Hey, it might be cool to add political intrigue to the magical underworld."
Now, over a year in: "These are the factions that control the former united states."
Tumblr media
313 notes · View notes
probablybadrpgideas · 16 days ago
Text
To resist a compel, you need to roll your eyes and say "Well, that just happened!" so your GM cancels the plot point in shame.
282 notes · View notes
dungeonofthedragon · 5 months ago
Text
It's Disability Pride Month! I've already made a post spotlighting disabled creators. Now, let's have a post of accessibility aids for use within your gaming worlds!
Blades in the Dark: Mobility Equipment by Aurelia
Cost: PWYW
A collection of mobility items for Blades in the Dark, from a disabled creator. Two items for every playbook- well worth checking out!
Combat Wheelchair (5E) by Mark Thompson
Cost: free! Link is to google drive.
Here it is- the by now famous Combat Wheelchair! One of the best known mobility aids created for 5th edition Dungeons and Dragons.
Fate Accessibility Toolkit by Evil Hat
Cost: $7.50
This toolkit provides tools for representing disabilities within Fate games, as well as advice for supporting players with disabilities at your table. It was put together by a team of disabled creatives, so you know this was made with love and from real people's experiences.
Homebrew Disability Systems for 5E by harpoon_gun
Cost: PWYW
Highly rated set of mechanics for 5th edition Dungeons and Dragons, brought to you by a disabled creator. Useful for both NPCs and player characters.
Service Monsters (5E) by PsychHound
Cost: PWYW
Service monsters to aid your disabled characters in 5th edition Dungeons and Dragons! There are multiple options to choose from (including guide, medical alert and autism support monsters), each with unique traits supporting their role. There are also a bunch of backstory ideas, to inspire the story of how your service monster came to be in your service!
(PsychHound has also created trauma mechanics and mechanics for autism and ADHD! The latter is informed by his own experiences as an autistic social worker.)
We Are Still Here by Ennis Rook Bashe
Cost: PWYW
Mobility aids and medications suitable for use in Apocalypse World and many other Powered by the Apocalypse games. Very highly rated by the Itch community!
67 notes · View notes