50 thoughts on “Heya Gauntleteers!”

  1. It’s made me think about my role as the GM relative to the group and the rules. PbtA has a very specific lens on play that sort of infects other things, the same way Fate’s Aspects did for me a few years before that. While Fate made me think about rules as a way to frame narrative, PbtA makes me think about power dynamics at the table and when I should intervene, as opposed to sit back and let the players drive.

  2. It’s made me think about my role as the GM relative to the group and the rules. PbtA has a very specific lens on play that sort of infects other things, the same way Fate’s Aspects did for me a few years before that. While Fate made me think about rules as a way to frame narrative, PbtA makes me think about power dynamics at the table and when I should intervene, as opposed to sit back and let the players drive.

  3. In every game I run now, I really emphasize asking a lot of questions to the players to flesh out the world, backstory and motivations. The conversation dynamic has become a big part of all my games now, wherein we’re doing a sort of “writer’s room” approach to the session, rather than me, as the GM, dictating and holding forth.

    Also: if I find an opportunity to end a combat, I take it, regardless of what the rules want me to do. I’m way more interested now in seeing the big, dramatic beats of a combat rather than the granular blow-by-blow.

  4. In every game I run now, I really emphasize asking a lot of questions to the players to flesh out the world, backstory and motivations. The conversation dynamic has become a big part of all my games now, wherein we’re doing a sort of “writer’s room” approach to the session, rather than me, as the GM, dictating and holding forth.

    Also: if I find an opportunity to end a combat, I take it, regardless of what the rules want me to do. I’m way more interested now in seeing the big, dramatic beats of a combat rather than the granular blow-by-blow.

  5. I would say that running and playing PbtA games has completely changed how I view RPGs now. I want to involve the other players more. I want people’s contributions to have a place in the game. I want to make sure everyone has spotlight time. I ask for feedback after every session.

  6. I would say that running and playing PbtA games has completely changed how I view RPGs now. I want to involve the other players more. I want people’s contributions to have a place in the game. I want to make sure everyone has spotlight time. I ask for feedback after every session.

  7. Mixed successes and failing forward in everything. Replacing the D&D method (“No, that’s not in the rules”) with “yes, but” or “yes, if”.

  8. Mixed successes and failing forward in everything. Replacing the D&D method (“No, that’s not in the rules”) with “yes, but” or “yes, if”.

  9. Alpo _ speaking of being a spectator, I would add that I am far more aware of this than I was before. I am aware of losing agency and not having enough spotlight time.

  10. Alpo _ speaking of being a spectator, I would add that I am far more aware of this than I was before. I am aware of losing agency and not having enough spotlight time.

  11. PbtA has taught me a big deal about procedural mechanics for a better conversation (aka the game). I understand Forge games better now. I strongly miss stronger procedures in trad games.

  12. PbtA has taught me a big deal about procedural mechanics for a better conversation (aka the game). I understand Forge games better now. I strongly miss stronger procedures in trad games.

  13. alot more story focus, pathfinder/dnd used to make me skip plot points because the early combats took so long, with pbta I can do combat quicker and have a more meaty plot

  14. alot more story focus, pathfinder/dnd used to make me skip plot points because the early combats took so long, with pbta I can do combat quicker and have a more meaty plot

  15. It’s totally changed it. I let a lot more narration succeed rather than prompting rolls all the time. I care less about technicalities like what kind of rope is being climbed compared to the goal of the climbing (fast, stealthy, etc).

    I leave a lot more blanks on maps, turn to the players to define things in the world. I do find initiative fairly claustrophobia-inducing now, too.

  16. It’s totally changed it. I let a lot more narration succeed rather than prompting rolls all the time. I care less about technicalities like what kind of rope is being climbed compared to the goal of the climbing (fast, stealthy, etc).

    I leave a lot more blanks on maps, turn to the players to define things in the world. I do find initiative fairly claustrophobia-inducing now, too.

  17. It has made me deeply dissatisfied with any system that does not have a considered approach to how the GM should interact with players. Goodbye GM fiat!

  18. It has made me deeply dissatisfied with any system that does not have a considered approach to how the GM should interact with players. Goodbye GM fiat!

  19. Much as I agree with everything else you said, Kyle, I feel like there is a degree of GM fiat beyond what i’m fully comfortable with in most of the PbtA games I can think of / am aware of.

    But Apocalypse World (the only one I’ve made a close study of) does try to leaven this by giving you a set of ethics and guidelines to constrain your creative vision. I just prefer something more structurally-resistant to GM fiat.

  20. Much as I agree with everything else you said, Kyle, I feel like there is a degree of GM fiat beyond what i’m fully comfortable with in most of the PbtA games I can think of / am aware of.

    But Apocalypse World (the only one I’ve made a close study of) does try to leaven this by giving you a set of ethics and guidelines to constrain your creative vision. I just prefer something more structurally-resistant to GM fiat.

  21. Man, failing forward, partial success, and asking players questions and then incorporating the answers have all radically changed the way I approach facilitating games PBtA or not.

  22. Man, failing forward, partial success, and asking players questions and then incorporating the answers have all radically changed the way I approach facilitating games PBtA or not.

  23. Actually, that reminds me of something I’ve been noticing–was “fail forward” enumerated anywhere in the original Apocalypse World? Or is that something that’s popped up in other games using the engine? Because I feel like that originated elsewhere. Wasn’t it 13th Age?

  24. Actually, that reminds me of something I’ve been noticing–was “fail forward” enumerated anywhere in the original Apocalypse World? Or is that something that’s popped up in other games using the engine? Because I feel like that originated elsewhere. Wasn’t it 13th Age?

  25. Andy Hauge I remember using the phrase “Fail Forward” with Marvel Heroic Roleplaying back in 2012, before I really got deep into PbtA. I don’t think that was in that game text. It was just a general commentary on the game.

  26. Andy Hauge I remember using the phrase “Fail Forward” with Marvel Heroic Roleplaying back in 2012, before I really got deep into PbtA. I don’t think that was in that game text. It was just a general commentary on the game.

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