What Moves in games inspired by Apocalypse World ("PbtA movement") actually do? What's their goal? Do they resolve things or situations? Some time ago, Avery Alder discussed the topic by comparing Moves to "Task/Conflict Resolution" dychotomy. This made me think, however, in regard of "resolution" topic itself. After some discussions in my inner circle, I've … Czytaj dalej [English] What PbtA Moves actually do resolve?
In this "RPG Design" part, I'll discuss how adventure structure for "October Rust" had been designed and changed throughout the project. It was due to playtest, over and over again, until I've found a one-shot model with worked kinda OK. I've mentioned couple bits of this topic in my previous article, about "Rust" in October … Czytaj dalej [English] RPG Design #2 – Heist in October Rust
I've decide to share some thoughts about my venture into game design. Specifically, tabletop rpgs. Six months looks like a little adventure, but at least during this period I've released four small games in PDF. "It's not much", you may say. Three one-page RPGs and one 25-page one (with two supplements) can be still considered … Czytaj dalej [English] Six months of publishing games.
In the recent winter, Kingdom 2e (by Ben Robbins) had my interest. I've played four sessions. I considered this game as a personal challenge: This game really plays different. Not just how random-less framework works, but also what do you really do during your scenes... This is a review of Kingdom 2e - but of … Czytaj dalej [English] Kingdom 2e – review
Although Blades in the Dark does belong to the "Powered by the Apocalypse" movement, I think that it's an example on how much certain solutions might differ from original ideas of Apocalypse World. In this blogpost, I've analized type of rolls in BitD: how they work and why they're interesting. How do they work differently … Czytaj dalej [ENG] How FitD Engine makes the session via rolls?
This is incomprehensive list of TTRPGs designed by Poles, but in English. I've included English translations of games primarly released in Polish. I define "an author" as a person, who was signed as an author, designer or co-autor of a given title. No copyediting, layout, art or consultations, sorry! Order of the list is chronological … Czytaj dalej [ENG] TTRPGs designed by Poles but in English
I decided to write some thoughts about, what challenges and problems I've met, on the way of designing my TTPRGs. At first, I'd talk around my first game, October Rust. This post and the second one incoming. First topic: Why "Rust" appeared in "October Rust"? Where that name came from? The Context I wanted to … Czytaj dalej RPG Design #1 – Rust in „October Rust”
Since at least dozen or so years, a discourse about "mainstream" and "indie" TTRPG exists. Mostly about publishing; and in my opinion, those labels only describes methods of publishing stuff. But it started to be used as a way to describe TTRPG games as a whole. I raised a question. How to compare seemingly "indie … Czytaj dalej [ENG] Traditional & Non-Traditional RPG
I always was hooked by content of game instructions. About what is that game? How to play it? What are things to fiddle it? The thing which hooked me into TTRPGs was a written walkthrough for Icewind Dale 2 videogame. I read over there about a tabletop roleplaying game called "Dungeons & Dragons 3e". Anyway. … Czytaj dalej [ENG] How to play TTRPGs By The Book?
Hello, TTRPG enjoyers! This is a collection of many mechanics from various TTRPGs. Those procedures, moves, activities, ephemeras and other mechanics. Actually those lists are inspired by game mechanics Wikipedia entry (for board games). Indeed, I aimed for similar breakdown. For a reference: I don't name all ruleset of a game as "mechanics". Here's the … Czytaj dalej [ENG] Collection of mechanics in TTRPG