Other names | PbtA |
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Designers | |
Publication | 2010 |
Genres | |
Notable examples | |
Website |
Powered by the Apocalypse (PbtA) is a tabletop role-playing game design framework [1] developed by Meguey Baker and Vincent Baker for the 2010 game Apocalypse World and later adapted for hundreds of other indie role-playing games.
Most PbtA games share some similarities in game mechanics; nevertheless, the Bakers define a PbtA game not by its mechanics, but simply by its designers' decision to cite Apocalypse World as an influence. Both definitions of PbtA are in use.
Powered by the Apocalypse games are typically centered on resolving what characters do as "moves." Characters have access to a default selection of moves based on the expectations of the game setting. For example, in the fantasy game Dungeon World, characters have access to a hack and slash move, as combat is central to the dungeoneering experience. Alternatively, Apocalypse World has a "seize by force" move, as the game assumes a setting where collecting scarce resources is part of the game-play experience.
Moves are resolved by rolling two six-sided dice (2d6) and adding any relevant modifiers. Success levels fall on a scale of total success, partial success, or miss. Partial success often means "success at a cost," where players must select an additional negative outcome as the price of success. Likewise, "miss" often means a negative outcome that moves the narrative forward, rather than "nothing happens."
Most PbtA games are class-based. Character classes have access to a number of class-specific moves. [2] Emily VanDerWerff of Vox highlighted that "in PBTA games, players roll two six-sided dice (or D6s) to determine whether they succeed or fail at tasks set for them by the game master. The GM, in turn, keeps things moving and tries to preserve a modicum of continuity. But the players also have extreme amounts of leeway to help shape the world and their relationships with other characters". [3] James Hanna, for CBR , contrasted the mechanics of PbtA and Dungeons & Dragons highlighting that:
the differences really come down to crunch and conversation. Players looking for a sandbox or linear adventure with lots of crunchy combat will enjoy D&D in all its glorious variety. Those who want a more collaborative storytelling experience with fewer granular choices (and probably less math) should try PbtA games [4]
Keerthi Sridharan of Polygon wrote, "Games that use the PbtA label are ones that take their cues from Apocalypse World regarding any number of things: running a session zero, how dice mechanics work, or even aesthetic and design elements." [5]
PbtA games typically employ shared world creation. [6] Instead of providing a comprehensive setting with pre-written details that the GM already knows and gradually reveals to the players, the GM and the players collaborate to create details of the world. Similarly, PbtA games often include players in the creation of NPCs. [6] As an example of the commonness of this expectation for PbtA games, Visigoths vs. Mall Goths mentions the PbtA game Masks: A New Generation as a design influence and uses some typical PbtA mechanics like playbooks and 2d6 dice, but includes a section addressed to players of PbtA games to trust that the GM has all the information about the setting and NPCs. [7]
Although most PbtA games contain some or all of the above features, Vincent Baker wrote that PbtA:
isn't the name of a category of games, a set of games' features, or the thrust of any games' design. It's the name of Meg's and my policy concerning others' use of our intellectual property and creative work. [...] Its use in a game's trade dress signifies ONLY that the game was inspired by Apocalypse World in a way that the designer considers significant, and that it follows our policy [with respect to] others' use of our creative work [8]
Some PbtA games with radically different mechanics have inspired new trends and design movements of their own, including Forged in the Dark by John Harper, Belonging Outside Belonging by Avery Alder and Benjamin Rosenbaum, and the Bakers' own Firebrands Framework. [9]
Multiple reviews discuss how the system's reliance on moves provides a streamlined focus on the fiction. [10] [11] [12] Emily VanDerWerff for Vox wrote that the "stripped-down simplicity makes PBTA games a natural fit for people spreading their wings either as players or game masters." [3] Bitch magazine commented on the messy interconnected relationships the system produces. [13] Academic PS Berge also commented on the messy nature of characters in PbtA games and highlighted that many PbtA games "actively support queer narrative". [14] : 179 Berge also wrote:
Vincent and Meguey Baker's Apocalypse World (AW, 2010) marked the beginning of a critical era in 'fiction-first' TRPG design. [...] A violent, dystopian, wasteland-punk game, AW itself is less important to the legacy of independent TRPGs than the Baker's invitation to other designers: 'If you've created a game inspired by Apocalypse World, and would like to publish it, please do'. [...] What designates a game as PbtA is complicated. [...] Instead, the label is an unpoliced 'homage' – designers may choose to signal a relationship between their game and AW using the label and a logo. In other words, 'PbtA' is not a branding or a mechanical linkage to AW's system but a mark of ludic etymology [14] : 182
Screen Rant highlighted Vincent Baker's game design theory articles; specifically:
designers building their own 'Powered By The Apocalypse' games will learn from posts that talk about how to construct 'Moves,' how to refine a game through iteration, and how to move the themes of a 'PBTA' game away from conflict and towards other transformative experiences [15]
Keerthi Sridharan, for Polygon , wrote:
While I’d still highly recommend getting into Apocalypse World, there are so many different ways to get into other PbtA-style games. In Magpie Games’ Velvet Glove you can be a ’70s high school girl gang; in Evil Hat's Monster of the Week you can be a group of monster-hunting detectives. [...] You could also try my personal favorite, Masks: A New Generation , which stars a coupla goddamn kids who are, obviously, secretly superheroes. The possibilities are endless [5]
James Hanna, for CBR in 2020, discussed the lasting impact of the PbtA framework on role-playing game design:
ten years on, Powered by the Apocalypse games (PbtA) are everywhere. The Bakers designed the PbtA engine so that other game designers could 'hack' it, creating games with similar mechanics, but unique worlds and rules. More than four dozen games bear the PbtA license, making Apocalypse World incredibly influential. That influence continues to be felt as games move into new territories and find new audiences. [...] The result of that empowerment is a thriving and diverse community of PbtA games, each with its own unique flavor and design. [...] Because the PbtA mechanics are so flexible, any kind of game is possible [16]
Apocalypse World won the 2010 Indie RPG Award for Most Innovative Game. [17] Additional awards for PbtA games appear in the following list of games.
Because of the simplicity and the flexibility of the Powered by the Apocalypse engine, and Vincent Baker's encouragement of publishing hacks, [18] there is a large number of PbtA games. As of April 2023, Itch.io listed over 800 products tagged as PbtA. [19] The following is a list of PbtA games that have received press coverage and/or awards.
A gamemaster is a person who acts as a facilitator, organizer, officiant regarding rules, arbitrator, and moderator for a multiplayer role-playing game. The act performed by a gamemaster is sometimes referred to as "gamemastering" or simply "GM-ing."
The history of role-playing games began when disparate traditions of historical reenactment, improvisational theatre, and parlour games combined with the rulesets of fantasy wargames in the 1970s to give rise to tabletop role-playing games (TTRPGs). Multiple TTRPGs were produced between the 1970s and early 1990s. In the 1990s, TTRPGs faced a decline in popularity. Indie role-playing game design communities arose on the internet in the early 2000s and introduced new ideas. In the late 2010s and early 2020s, TTRPGs experienced renewed popularity due to videoconferencing, the rise of actual play, and online marketplaces.
An indie role-playing game is a role-playing game published by individuals or small press publishers, in contrast to games published by large corporations. Indie tabletop role-playing game designers participate in various game distribution networks, development communities, and gaming conventions, both in person and online. Indie game designer committees grant annual awards for excellence.
Evil Hat Productions is a company that produces role-playing games and other tabletop games. They are best known for the free indie RPG system Fate, Blades in the Dark, and Thirsty Sword Lesbians, all of which have won multiple awards.
A tabletop role-playing game, also known as a pen-and-paper role-playing game, is a kind of role-playing game (RPG) in which the participants describe their characters' actions through speech and sometimes movements. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a set formal system of rules and guidelines, usually involving randomization. Within the rules, players have the freedom to improvise, and their choices shape the direction and outcome of the game.
David Vincent Baker is a designer and theorist of tabletop role-playing games and the owner of indie role-playing games publisher Lumpley Games, which also hosts the archives of The Forge. He and his wife Meguey Baker designed Apocalypse World, the first game in the Powered by the Apocalypse system. Apocalypse World won Game of the Year, Best Support, and Most Innovative game at the 2010 Indie RPG Awards, and was 2011 RPG of the Year at both the Golden Geek Awards and Lucca Comics & Games. Baker also designed Dogs in the Vineyard, which won the 2004 Indie RPG Game of the Year and Innovation Award and was one of three games shortlisted for the 2004 Diana Jones Award.
Apocalypse World is a post-apocalyptic indie role-playing game by D. Vincent Baker and Meguey Baker, published in 2010 with only an implied setting that is fleshed out by the players in the course of character creation. It was the game for which the Powered by the Apocalypse engine was developed. On release, Apocalypse World won the 2010 Indie RPG Award and 2011 Golden Geek RPG of the year.
Meguey Baker is a tabletop role-playing game designer, independent publisher and quilt historian. She and her husband Vincent Baker designed Apocalypse World, the first game in the Powered by the Apocalypse system.
Avatar Legends: The Roleplaying Game is a fantasy tabletop role-playing game produced by Magpie Games. It is set in the world of the animated television series Avatar: The Last Airbender and The Legend of Korra, and takes place in five different time periods. Players take the roles of martial artists, technological experts, or benders – people who can manipulate one of the four classical elements – who fight for balance in the world while also working towards their own goals and struggling with inner balance, represented by opposing ideals held by a character.
City of Mist is an urban fantasy neo-noir detective tabletop role-playing game (RPG) designed by Amít Moshe and published by Son of Oak Game Studio. The game is set in a modern-day metropolis where ordinary people of all walks of life become modern-day reincarnations of myths, legends, and fairy tales, gaining magical powers and abilities.
Thirsty Sword Lesbians is a narrative-focused tabletop role-playing game that emphasizes telling "melodramatic and queer stories". The game was funded via a 2020 Kickstarter campaign and published by Evil Hat Productions in 2021. It uses a modification of the Powered by the Apocalypse game system.
Lucian Kahn is an American role-playing game writer/designer and musician based in Brooklyn. His work focuses on LGBT, Jewish, and subcultural themes, typically utilizing satire and farce. His games include Visigoths vs. Mall Goths,If I Were a Lich, Man, and Dead Friend: A Game of Necromancy, and his music includes Schmekel.
Magpie Games is an American tabletop role-playing games publishing company. Their 2021 crowdfunding campaign to fund the publication of Avatar Legends: The Roleplaying Game raised over five million dollars, breaking the record for Kickstarter's highest earning tabletop role-playing game. Other notable publications include Bluebeard's Bride and a role-playing game adaptation of the board game Root. The publisher has won IndieCade, ENNIE Awards, and Indie Game Developer Network awards.
Visigoths vs. Mall Goths is an urban fantasy tabletop role-playing game with LGBTQ dating sim elements by Lucian Kahn, with art by Robin Eisenberg. The ancient Visigoths have time traveled to 1990s Los Angeles and are battling mall goths for control of the mall. The game's tone is silly and the setting has many puns. The game was inspired by 1990s movies The Craft, Empire Records, Bill & Ted's Excellent Adventure and Clueless. It was nominated for the ENNIE Awards and the Indie Game Developer Network awards.
Bluebeard's Bride is a gothic horror tabletop role-playing game published by indie role-playing game publisher Magpie Games in 2017 that is based on the Bluebeard folktale of a young wife left alone in a castle who is tempted to open the wrong door. The game focuses on themes of misogyny and feminism.
Brindlewood Bay is a murder mystery tabletop role-playing game about elderly women amateur detectives, inspired by Murder, She Wrote and H. P. Lovecraft. It was designed by Jason Cordova and was published by Gauntlet Publishing after a 2022 Kickstarter campaign raised $477,518 from 7,748 backers.
The Gauntlet is a publisher/producer of tabletop role-playing games and podcasts. Their publications include Trophy RPG and Brindlewood Bay. In addition to game books, they publish a monthly game zine called Codex to encourage experimentation in indie role-playing games and OSR. Their games and podcasts have won multiple ENNIE Awards. As of November 2024, The Gauntlet has raised over one million dollars USD on Kickstarter and BackerKit combined.
Free League Publishing is a game studio and publisher based in Stockholm, Sweden, formed in 2011. The company designs and publishes tabletop role-playing games, board games, and books based on licensed properties and independent works. Their games include Alien: The Roleplaying Game, Vaesen, and Mörk Borg.
Masks: A New Generation is a tabletop role-playing game about teenage superheroes, designed by Brendan Conway and published by Magpie Games in 2017 after raising $107,328 on Kickstarter. It uses the Powered by the Apocalypse framework. Masks won an ENNIE Award and an Indie Game Developer Network award.
Sleepaway is a horror indie role-playing game by Jay Dragon about teenage counselors at a summer camp trying to protect misfit campers from a monster called the Lindworm that takes on the form of its victims. It has themes of trauma, LGBTQ community support, and non-binary gender exploration. Sleepaway was inspired by slasher films and the Belonging Outside Belonging game system by Avery Alder and Benjamin Rosenbaum.