Video summary
AW & PbtA pt 2
Main summary
Key takeaways
Main ideas and lessons
- PBTA (“Powered by the Apocalypse”) is best understood as “speaking back” to Apocalypse World, rather than simply being close to it.
- The video frames PBTA as a branching ecosystem:
- A conventional branch that resembles core PBTA/Apocalypse World mechanics.
- Several conceptual offshoot branches that alter important parts of the design.
- A set of “outlying weirdos” that take one Apocalypse World component and build a whole game around it—sometimes moving far away from standard PBTA patterns.
- There is no single universally accepted definition of what counts as PBTA in community debates; the speaker’s working definition is based on creator/self-identification.
- When evaluating a new game labeled PBTA, the useful question is not “Is it really PBTA?” but:
- “How is it like and unlike other PBTA games, and what does it change or contribute?”
The five PBTA branches (with the concepts emphasized)
1) Conventional PBTA branch (classic/recognizable PBTA)
- Origin: Games released around/after the publication of Apocalypse World (as it was arriving on the scene).
- Common shared traits (not necessarily all true at once for every game):
- Playbooks
- Basic moves and character moves
- Resolution typically uses 2d6 + a stat
- GM/MC generally does not roll dice
- Uses agenda, principles, and moves structure
- Examples listed:
- Monster Hearts
- Monster of the Week
- Dungeon World
- Tremulus
- (Also mentioned within this broader family)
- Key framing note by the speaker:
- PBTA is defined by contradicting Apocalypse World in some crucial way; closeness to Apocalypse World alone isn’t the point.
2) “Act under fire” / “Hard move resolution” branch (resolution-system elaborations)
- Key idea:
- Early analysis treated “Act Under Fire” as the secret true crucial move.
- A design path emerged where other core mechanics are built as elaborations/variations of Act Under Fire.
- Lineage described:
- Dungeon World (via John Harper’s “World of Dungeons” framing) → emphasizes Act Under Fire, then develops it into:
- Defy Danger (as a more central resolution-system element)
- Leads conceptually toward Blades in the Dark and Forged in the Dark
- Additional “Act under fire model” examples:
- City of Mist / Legends of the Mist
- Core resolution characterized as:
- 10+ = strong hit
- 7–9 = hit with complications/partial success
- Core resolution characterized as:
- Brindlewood Bay
- Day move and night move treated as variations of Act Under Fire
- City of Mist / Legends of the Mist
- Clarification: these are conceptual branches, not necessarily publishing categories.
3) Diceless branch (No Dice / player-move strength cycling)
- Key idea:
- Replace dice rolling with a player-driven structure for choosing when outcomes are strong vs weak.
- The concept is described as transferring “GM move thinking” into player move cadence.
- Example mechanics:
- No Dice, No Masters (after Monster Hearts; speaker offers a conceptual interpretation)
- You buy strong moves by making weak moves
- Instead of rolling dice, the system sets a cycle/rhythm:
- Sometimes you can make strong moves
- Other times you can only make weak moves (setup rather than payoff)
- No Dice, No Masters (after Monster Hearts; speaker offers a conceptual interpretation)
- Publishing-direction follow-on:
- Belonging Outside Belonging is named as a framework that takes that mechanical structure and adds content.
- Additional example recommended:
- Dream Apart (and “Dream Ake” is mentioned—likely referring to a similarly named game in the same family)
4) Miniatures / “mini-games” branch (moves expanded into multi-step procedures)
- Key idea:
- Start with a PBTA-like move, then expand it into a multi-step mini-game/procedure rather than a quick “roll → result” exchange.
- Example: Murderous Ghosts (speaker is connected to it)
- Described as having three core loops
- Each loop is a multi-page move (speaker gives an example of a “three-page move” per loop)
- Each loop involves many branches and cycles to find an advantageous exit
- Example family: Fire Brands
- On your turn, you choose a “mini game”
- Each mini game is built from a move expanded to a larger procedure
- Example mentioned: Stupot
- Ongoing work mentioned by speaker:
- The speaker says they are working on a Fire Brands game (“choosing fonts stage”).
5) Outlying “weirdos” (build entire designs from a single Apocalypse World component)
These aren’t presented as a unified single system branch. Instead, they’re interesting departures that “take some other part of Apocalypse World” and build from it.
- Examples given:
- Wolf Spell (by Epidia Ravishaw)
- Builds around reading a situation while transformed into wolves
- Wolf state yields wolf information/impulses
- The end reveals whether the character remains a wolf or returns to human via an internal mechanical process
- The Bloody-Handed Name of Bronze (by Joshua A. C. Newman)
- Pushes Apocalypse World’s move principles almost all the way back to other kind
- Presented as a Bronze Age Sword and Sorcery game
- Focus: examines the underpinnings of Apocalypse World moves
- The Wizards Grimmoire (speaker’s own game)
- Pushes player empowerment further:
- Player is responsible for knowing and applying their own rules
- Player makes rule calls and decides when moves apply
- Other players/GM don’t need character sheet details or moves; players guide the process
- Pushes player empowerment further:
- Wolf Spell (by Epidia Ravishaw)
- Prediction/open question from the speaker:
- Under Hollow Hills is said to be influencing a wave of PBTA design.
- The speaker wonders whether that influence becomes a new branch or is absorbed into the conventional branch over time.
“Powered by the Apocalypse” definition: disputes and the speaker’s rule
- Working definition (speaker’s rule):
- A game is PBTA if the creator says it is, inspired by Apocalypse World or other PBTA games.
- Common competing definitions described:
- Some argue only games that match certain conventions “count,” sometimes excluding games like Blades in the Dark / Forged in the Dark even though John Harper says it counts—because others think it differs too much.
- Others use minimum-mechanic definitions like:
- “You only need playbooks and GM principles.”
- Others emphasize creator intent but accept that creators might not label the game PBTA because labeling can cause misinterpretation.
- Final advice:
- Be clear about which definition you’re using.
Evaluation methodology the speaker recommends (how to assess new PBTA-labeled games)
- Don’t ask:
- “Is this game really PBTA?”
- Do ask:
- How is the game like other PBTA games?
- How is it unlike them?
- What does it contribute to changing the genre?
- Genre metaphor:
- Like genres in other media, PBTA has:
- iconic games
- conventional surrounding works
- crossover/breakout/revisionist/breakthrough/outlier/countercultural dynamics
- Like genres in other media, PBTA has:
- Core philosophy repeated:
- Inspiration usually means contradicting and answering back, not just repeating.
Speakers / sources featured (explicitly mentioned)
- Elliot (a person present on-screen/off-screen during the discussion)
- Vincent (the speaker; referenced toward the end)
- Meg (“Megs and my purposes”; referenced in context of the speaker’s working definition)
- John Harper (key figure in the Dungeon World / “World of Dungeons” → Act Under Fire → Defy Danger lineage)
- Joshua A. C. Newman (The Bloody-Handed Name of Bronze)
- Epidia Ravishaw (Wolf Spell)
- Apocalypse World (foundational game)
Games referenced (as sources/examples of branches)
Monster Hearts; Monster of the Week; Dungeon World; Tremulus; Blades in the Dark; Forged in the Dark; City of Mist; Legends of the Mist; Brindlewood Bay; World of Dungeons; No Dice, No Masters; Belonging Outside Belonging; Dream Apart (and “Dream Ake” mentioned); Murderous Ghosts; Fire Brands; Stupot; Wolf Spell; The Bloody-Handed Name of Bronze; The Wizards Grimmoire; Under Hollow Hills.
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