When you read a new PbtA game, what makes you read a move (basic, player, otherwise) and think “Yes!”?

When you read a new PbtA game, what makes you read a move (basic, player, otherwise) and think “Yes!”?

When you read a new PbtA game, what makes you read a move (basic, player, otherwise) and think “Yes!”?

EDIT: On the flip side, what makes you think “Meh…”?

32 thoughts on “When you read a new PbtA game, what makes you read a move (basic, player, otherwise) and think “Yes!”?”

  1. When it makes something about the game deeper, or more interesting, or reveals something about the powerset of the character and how to play it.

  2. When it makes something about the game deeper, or more interesting, or reveals something about the powerset of the character and how to play it.

  3. I like when the moves in a playbook interact in interesting ways. You usually can’t take all of them in your character’s play-life, and if they’re well-designed with regard to one another, you can say some cool stuff about genre, or achieve a lot of cool archetypes, or break apart tropes in a creatively-interesting or oppression-busting ways.

  4. I like when the moves in a playbook interact in interesting ways. You usually can’t take all of them in your character’s play-life, and if they’re well-designed with regard to one another, you can say some cool stuff about genre, or achieve a lot of cool archetypes, or break apart tropes in a creatively-interesting or oppression-busting ways.

  5. I really like to see moves that prompt the player to add something to the story or moves that are likely to force a hard choice (not that I always write them that way).

  6. I really like to see moves that prompt the player to add something to the story or moves that are likely to force a hard choice (not that I always write them that way).

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