When designing your game, it’s important to understand what your Harm and Recovery System is doing for your game. Both should create drama-filled moments, which means they need to have Costs associated with them: but those Costs not only need to be sensible for the touchstones evoked during play, but also carry a level of interest and intrigue all on their own.| Troy Press
Powered by the Apocalypse games take diverse approaches to representing injury, stress, and deteriorating health. Unlike traditional RPGs with their focus on hit points, PbtA harm systems often try for other narrative consequences. Dungeon World 1e and many of its descendants are an exception: they maintain familiar territory with a hit-point system, though adding tags and debilities to create narrative weight. This approach helps transition traditional players to PbtA. (For a long discussion...| Troy Press
After a thorough review of dozens of science fiction PbtA games, and after hacking the last two TTRPG systems we played quite a bit, I decided to create my own game with exactly the vibe I wanted. Why a new system? Well, I’d just published Reflections on PbtA Design, so it seemed apropos to design a game from scratch rather than just hack up an existing system.| Troy Press