OK, trying to articulate something I've thought about lately re: PbtA and FitD.

The strength of PbtA lies in how the collection of Moves encourage/spotlight certain situations and outcomes. Each Move's triggers, outcomes, and who can use it, informs the fiction of the game (1/7)
Each Move tells you what's important, how you do stuff, and what happens when you do stuff. Things that aren't Moves aren't relevant or fall outside the scope of the game. (This isn't new in RPG design, but PbtA makes a point of it.) While PbtA aims for fiction-first... (2/7)
...the fiction encouraged is fiction that lets you use Moves to make more cool fiction happen. The Move says how to do something, so you do it. A (good) PbtA game tells you what happens next in a way that drives the story forward, usually introducing a concrete element. (3/7)
The core of FitD mechanics is one Move and variations. It has abstract results: on a 4-5, gain a Complication; fill up bits of clock; you succeed. They don't tell you anything about what you're doing: you have to come up with that by yourself. Nothing specific happens next. (4/7)
Where this actually works is when FitD provides the context that informs what the complications/successes/clocks should be. The overall score/downtime cycles do this well, because many words tell you what can/should happen. But it gives up with moment-to-moment action. (5/7)
FitD needs more mechanical support for the fiction that isn't the score/downtime cycle. If FitD had the same level of mechanical support for setting up and driving moment-to-moment actions as it does for logistical management, it'd be a REALLY good system. (6/7)
PbtA Moves tell you what to do, what happens, and are a safety net for improvisation through specific prompts. In the moment-to-moment of robbing a house in FitD, there's no safety net and only vague prompts. More structure for handling that would make a stronger game. (7/7)
Like, my brain is broken so I struggle to deal with anything vague. It's like walking a tightrope over an abyss called "making mistakes". Indecision hits me hard. But in standard PbtA games I get a rough idea of what the game wants me to do. FitD just says "lol make it up urself"
You can follow @LatwPIAT.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled: