![]() Powered by the Apocalypse logo | |
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 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 Coleman Gailloreto of Screen Rant highlighted Vincent Baker's game design theory articles, noting that "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]
Berge viewed Apocalypse World by Vincent and Meguey Baker as "the beginning of a critical era in 'fiction-first' TRPG design". [14] : 182 Berge wrote that the game "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 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". [16] Hanna noted "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] Keerthi Sridharan of Polygon commented that "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]
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.