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Go From Superhero to Superweirdo In Apocalypse Keys
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<blockquote data-quote="Grendel_Khan" data-source="post: 9036262" data-attributes="member: 7028554"><p>One of the defining features of PbtA games is how closely their mechanics align to their premise, and how non-portable those mechanics typically are. MotW happens to be one of the more trad PbtA games, in mechanics as well as premise and how the premise gets resolved, but that doesn't mean it's particularly versatile or homebrewable.</p><p></p><p>But anyway the reason I focused on the mechanics I did is because those give a sense of what makes the game so different. You're a group of Hellboys, basically, all with the potential to end everything, and in many cases as much a danger to the world as anything you're investigating. And like other good PbtA games the mechanics directly reinforce those themes. Darkness tokens and Bonds aren't minor mechanical options, but representative of decisions you have to grapple with constantly. And the end result is situations that are much bigger and more dramatic than just about anything in MotW.</p><p></p><p>As for other stuff, there's a huge preview of the game (45 pages) and most if not all the mysteries on the Evil Hat site:</p><p></p><p>[URL unfurl="true"]https://evilhat.com/product/apocalypse-keys/[/URL]</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 9036262, member: 7028554"] One of the defining features of PbtA games is how closely their mechanics align to their premise, and how non-portable those mechanics typically are. MotW happens to be one of the more trad PbtA games, in mechanics as well as premise and how the premise gets resolved, but that doesn't mean it's particularly versatile or homebrewable. But anyway the reason I focused on the mechanics I did is because those give a sense of what makes the game so different. You're a group of Hellboys, basically, all with the potential to end everything, and in many cases as much a danger to the world as anything you're investigating. And like other good PbtA games the mechanics directly reinforce those themes. Darkness tokens and Bonds aren't minor mechanical options, but representative of decisions you have to grapple with constantly. And the end result is situations that are much bigger and more dramatic than just about anything in MotW. As for other stuff, there's a huge preview of the game (45 pages) and most if not all the mysteries on the Evil Hat site: [URL unfurl="true"]https://evilhat.com/product/apocalypse-keys/[/URL] [/QUOTE]
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