An Anki deck for the Zweihander rules

A while back, I created an Anki deck for the Zweihander rules, as part of learning them. Having done that, and played three sessions, I didn’t like Zweihander’s rules at all. So I’ve deleted it from my Anki set.

But, in case it is of use for some of you, I’ve zipped it up so you can download it.

(Those of you who don’t use Anki, but are curious, can see the cards in the “…_cards.txt” file. There are 192 of them, arranged one per line.)

You might find it useful for Zweihander itself, or as an example of how an rpg ruleset can be broken down into Anki cards.

PbtA and Apocalypse World, Part 2 — (Possibly) Graceful Collapse

In a previous post, I talked about a claim Vincent Baker made about Apocalypse World in a recent article. Here, I’m going to discuss another one.

In Section 4, Baker claims that PbtA games “collapse gracefully inward”. I.e. forgetting a few rules, unless they are from a small core set (e.g. the conversation structure) will have only minor effect on the game experience.

Questions that come to mind:

  1. Is that true?
  2. Is it more true than for other kinds of games (e.g. those that fall under Baker’s “D&D”, “point-buy”, or “Forge” design approaches? I.e. is this distinctive about AW (and, by extension, PbtA games in general)

I discussed those questions online, and concluded that Baker is right, with some caveats.

Continue reading “PbtA and Apocalypse World, Part 2 — (Possibly) Graceful Collapse”

PbtA and Apocalypse World, Part 1 — Momentum and the Rollercoaster

Vincent Baker recently posted an overview of Apocalypse World’s design, consolidating points that have previously been scattered. His main claim seems to be that “PbtA” is a distinctive approach to system design, one that’s particularly well-suited to game prototyping, and that it is so because of particular properties of it that he describes in sections 3–5 of his overview.

In this post, I’m going to focus on the property described in section 3, where he claims that in AW all the “real things, the dice and stats and so on, … give momentum to the fictional things”. This is tricky, because it’s not obvious what it means for something in the real world to “give momentum” to something in a fictional one.

I think he means that real-world things “given momentum” to fictional events when real-world actions are triggered from events in the fiction that are potentially interesting, and those actions make those fictional events more interesting. E.g. rules can take fictional events and generate consequences that are interesting and exciting, that provide pressing dangers, difficult choices, and worrying lose ends.

The opposite here would be real-world actions that take a potentially exciting fictional event and resolves it neatly with no threads left hanging (no serious harm, no-one upset, nothing radically changed).

Insofar as AW’s real-world actions give momentum to the fiction, I guess this it does so by specific design of moves – defining move triggers that are potentially interesting events, and defining move consequences that are interesting and exciting.

As an enabler to that, you need to keep the group’s attention on the fiction, and you need to keep events moving quickly.

The opposite of that would be real-world actions derailling fictional excitement and momentum, e.g. checking multiple places in rulebooks, complex out-of-character planning, or a rules argument.

I think AW achieves attention and speed by:

  • expressing the vast majority of its rules as concise, self-contained moves
  • keeping a fairly strict policy of fiction->(one move)->fiction (rather than fiction->(multiple moves or others mechanical processes)->fiction)

My questions at this point are:

  1. Does Apocalypse World actually achieve this? Do many PbtA games achieve this?
  2. If so, is it for the reasons I list above?

From my reading and play (the latter mostly of Dungeon World, never AW proper), I’m thinking “yes to both”, but I’m interested in any and all other views.

Update 2 March 2020 — I’ve refined my understanding of this, and written a follow-on post.

Some links about fixing Dungeon World

Dungeon World is eight years old now. Its flaws are naked, visible, throbbing. My views on it are very mixed — it’s a good system for largely-improvised high-energy adventure, but there are many things (from the plethora of move triggers to the bland nature of its presentation) that drive me to hot madness. It needs work.

Mechanically, I have worked on understanding it:

Meanwhile, several others have worked to actually improve it. In particular Jeremy Strandberg cannot cease from this labour:

Strandberg has covered various other moves in what look like good ways. Read his whole blog. Put those things down. Read it now. He is your god now.

Finally, see John Harper’s classic article on “Crossing the line”. It’s written for Apocalypse World, but it is True and Correct about Dungeon World, too. And it’s not in Dungeon World’s text.

Caveat on that — you can cross the line and survive. You can make a habit of crossing the line, and your game might still be viable. You might have a good time, and your group might eventually move to Scotland and found a successful anarchist commune. However, crossing the line upsets many people, especially when it’s a sudden jarring insertion into a line-respecting game. Look at the player in Harper’s second example. Imagine their face.

Three things on games and rules and conventions and precedent

First, read this paper — Beyond the Rules of the Game: Why Are Rooie Rules Nice? The main take away is that the children there are using ostensible rules that aren’t about what they claim to be about. They’re not about discrete, clear actions in the game, they’re about an ill-defined way of interacting “nicely”. And that’s more important than the literal rules.

The article is about children of decidedly modest years. We adults are much more sophisticated. Does that mean we’re also more confused by our own smoke and mirrors?

Next, read Shroeder on Tuovinen on D&D play as a system of rulings with precedent. Tuovinen’s thread wouldn’t load for me (Forge archive structure has changed?) but Schroeder summarise it thus:

One fascinating document is the discussion of Eero Tuovinen’s D&D campaign. There, he treats D&D rules as oral tradition. If people remember a rule, it is applied. If a new rule is proposed on the spot, it is applied and if it remembered the next time such a situation comes up, it is applied again. The rules are what people can remember. Slowly, rules fade out and new ones fade in. It’s a living, mutual understanding of how the game will be played.

Third, read this Twitter thread by John Harper on how Blades in the Dark is no more complex than World of Dungeons. Key quote:

They feel similar to me in play, but one text leaves it to the players to figure out all the steps and methods, and the other text spells everything out. …

I’m pretty sure Harper is wrong here. Most groups, if they took World of Dungeons as a text, wouldn’t explicitly figure out steps and methods. They’d figure out something, for sure, but it is not “steps and methods”, not in the sense that Blades’ rules consist of that.

Finally, go and write your own blog post explaining the important connection between the three articles above that I have failed to describe or indeed to know.

(Bonus activity, for the very eager and alive — (re-) read Patrick Stuart on how BX/Moldvay D&D is the common language that makes the OSR space work, and try to work out how it can be true, given the above)