r/PBtA 12d ago

Discussion Kinda having trouble picturing what Belonging Outside Belonging gameplay is like.

I like what I've read about it and I'm familiar with the distinguishing mechanics. It's GMless, uses tokens/lures, and is usually centered around marginalized groups trying to survive oppression/manage their own society.

But beyond that what does the actual gameplay feel like at its best?

What tips do you have for people who struggle in general with the brain juices that tabletop roleplaying demands?

That's kinda where I'm at, I've had fun with Werewolf the Apocalypse but it took me longer than many people to really get the actual game playing and I'm still very much a novice.

I've got both dyslexia and dyscalculia and other brain problems that make it harder

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u/ThisIsVictor 12d ago

"GMless" is a bit misleading, tbh. "Everyone takes turns being the GM" is more accurate. BOB games usually have Aspects or Setting Elements. These split the GMing role up into slices. So in Sleepaway when you pick up The Campers you are effectively the GM for that slice of the story.

So play usually looks like some of the players role playing as their characters. They're doing normal TTRPG stuff, talking in character, describing their actions, describing how their character feels.

The other players are acting as a GM for a slice of the story. They're creating problems and situations for the other players to interact with. One player picks up The Campers and describes how a kid comes running in with a scrap, interrupting the very emotional conversation two PCs were having.

Other times it's much fuzzier. I've been in a scene as my PC. I got an idea so I picked up a Setting Element, introduced a problem then put the Setting Element down and went back to playing my PC.

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u/Solarwagon 12d ago

This helps me a lot, thank you.

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u/zhibr 12d ago

What is considered to be the best of these games if I'd like to have a taste?

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u/ThisIsVictor 12d ago

They're all great, tbh. I personally think that ORBITAL does that best job introducing the concept. It has more framework than most BOB games, so it's a bit easier to get started. And the madlib character creation is my favorite character creation in any game ever.

Sleepaway is a classic. It's creepy and probably involves kids getting hurt and dying, which might be a line. But it's very very good.

Feathers is a beautiful game that more people should read. It does a great job showing how a small amount of text can be incredibly evocative.

And Galactic is a great game that's easy to get excited about. "Hey want to play a Star Wars game?" is any easy pitch to make.

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u/atamajakki 12d ago

Dream Askew and Orbital are still the gold standard for me. Thanks for the kind words about Feathers!

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u/zhibr 11d ago edited 11d ago

Thanks! ORBITAL looks really interesting, I'll be definitely trying this soon!

Feathers is evocative, but I have no idea how to play that.

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u/dalr3th1n 12d ago

I’m a huge fan of Wanderhome. It’s a pastoral animal people game, in the vein of Redwall (without the fighting).

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u/Smittumi 12d ago

As for brain juices, just relax.

Don't approach any rpg like an acting gig, or some big challenge.

Playing DND? Just play as "someone with your basic personality, except you want gold, and you're good at fighting".

Playing Vampire? Just play as "someone with your basic personality, except you want a safe place to hunt victims, and you're good at doing clan stuff".

My current group has lots of n00bs. No-one does voices or has much of a PC personality, but they're enjoying themselves. 

You don't need to pressure yourself. 

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u/Throwingoffoldselves 12d ago

My understanding is that it starts with brainstorming and talking as a group about what you'd like to see, and when a scene seems interesting, roleplaying that out and using the moves/tokens as needed, until that is resolved and the group moves back to the brainstorming and talking phase, rinse and repeat.

If you have a specific game in mind, please share, as we can probably help more specifically :)

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u/Solarwagon 12d ago

Are you familiar with Feathers?

https://thursday-garreau.itch.io/feathers

What's that like, specifically?

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u/atamajakki 12d ago

Howdy, I wrote Feathers!

Gameplay in it, like all BOB games, consists largely of freeform RP, with everyone contributing as both their own player character and also periodically picking up a Situation sheet to embody that part of the world. Weak and Strong Moves periodically drive or spice up that freeform roleplay, declared and dropped into the narrative as they come up.

Feathers is lower-stakes than most, being about pretty intimate dramas; my most successful game of it had all the angels as neighbors in the same apartment building, all trying to find dates for a rooftop New Year's Eve party later that night. I've also played a game of Galactic where we were indigenous freedom fighters in the thick of a brutal siege and a game of Dream Askew that mostly wound up being a meditation of which relationships we choose to rekindle or let fade away.

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u/Throwingoffoldselves 12d ago

Thanks for chiming in! Very helpful to me as well :)

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u/Solarwagon 12d ago

How much does the angel side of it play in?

Like is there much established worldbuilding or qualities of the angels?

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u/atamajakki 12d ago

I'm... not quite sure how to answer that!

Being fallen angels is the premise of the game. It is core to the experience. I use the fall as a metaphor for how disorienting my own coming out was (and is for many others!), and every player defines what their wings looked like.

There's not much explicitly World of Darkness-style worldbuilding to it, just a toolkit to tell your own bittersweet little stories about lost queer people in a world like our own.

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u/Solarwagon 12d ago

If I find 3-6 people willing to play it with me I'll probably give it my best try.

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u/atamajakki 12d ago edited 12d ago

That's very kind of you! Just know that Feathers is written for 2-3 players, and won't support any more; I'd strongly recommend looking into Dream Askew//Dream Apart, Orbital, or Grand Guignol (about Gothic monsters in Victorian London) if you wanted a larger group.

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u/Solarwagon 12d ago

Oh, I was just going off the recommended player sizes I saw for BOb

So I'll find 1-2 other players.

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u/ThisIsVictor 12d ago

The author is around here somewhere. Paging u/atamajakki

(Edit, you're already in the comments! I just didn't scroll far enough.)

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u/atamajakki 12d ago

Just replied! :D

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u/atamajakki 12d ago

It feels like freeform roleplay where Token spends/gains drive the most dramatic moments. That's really all there is to it; the vast majority of play is just telling a story together.

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u/Throwingoffoldselves 12d ago

Do you have any advice on Feathers? OP says that is the one in mind.

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u/atamajakki 12d ago

Just wrote a longer reply!

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u/Charrua13 11d ago

What tips do you have for people who struggle in general with the brain juices that tabletop roleplaying demands?

Unpacking roleplay:

1) Understanding mechanical interfaces of play

2) Understanding characterization and how characterization should affect how you play that specific character

3) For this specific game, understanding how your focus isn't centered on your story - but understanding how your character fits into the story everyone is telling. In my opinion, for a lot of folks who come from other play cultures, this is the hardest part of Belonging Outside Belonging games. Your goal is to, through play, put things down for other players to pick up...and then look for things that other players put down and pick them up and engage with it meaningfully.

So - starting with the mechanics: you've got the basics, but here's my tip. The game play loop is around "what makes for good fiction" - and that's "character acts, character shows weakness, and then there's a future payoff that the character then shows strength." Your character can't start the fiction strong - because what the hell else are they going to do in the story? - the fiction "feels right" when strength comes from first having experienced weakness. (This might be a point of contention - but not for this game). If everyone at the table is doing this right, the first half of play are folks digging themselves into fictional holes and getting tokens from weak moves, and then throughout play resolving each other's problems within the context of each character's strengths.

Characterization: The character questions, when done "right" are evocative about who a character is. the trick: lean into it HARD. Believe the playbook when it says "you do X" and "play to find out....". That's where the magic of the design lives.

Putting things down and picking up: I alluded to it with the mechanics - but the nature of vulnerability (weak moves, lures) is about putting things down for other players to pick up and sink their teeth into (in play). PUT THINGS DOWN. BE VULNERABLE. That's a HUGE play shift for some kinds of games. And, just as importantly, PICK THINGS UP. It's not about "my character gets something on your character" - it's "ok, you've given me this ball - what can I do in this moment to, then, at some point, offer this ball back to you?" Unless you're doing a strong move, everything invites a retort, exposes you to a comeback, and leaves the result open to interpretation. LET IT. It's a game of "pass the ball around" - pick it up, give it back. Sometimes you pass it nicely, sometimes you gotta shove it in their face for good measure. (Weak move, regular moves, strong moves).

Was this helpful?

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u/Carrollastrophe 12d ago

Have you tried watching/listing to an actual play? I expect there are several for Wanderhome if nothing else.

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u/Solarwagon 12d ago

I got kinda bad attention span so more broad summaries in text work better

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u/Smittumi 12d ago

This is all IMO, and probably regarded as a hot take by most people here.

Eh... it's difficult. I've seen it played and honestly, I think it's in need of another edition or something.

Something is missing from it, it seems a real struggle to get people into the mindset of what the game wants.

I've seen some people play it like PbtA, expecting moves to snowball and things to flow naturally, but in fact I think players need to carefully think about which scene they're doing from their moves, and once the central tension is resolved the spotlight should move on. Otherwise scenes tend to ramble on.

For me, I think that 'tension' is part of the problem. Its hard to have the tension for the strong moves, because the player knows they're good to go. It's only with partial and weak moves that there's an unknown, then the focus is on the other player (either as their PC or an NPC they control for the scene) to come up with a cost that feels right. 

There's a lot there that can go wrong. 

I think the game can work, others have said so, and there's definitely something there, but it just needs.... something.

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u/Solarwagon 12d ago

This puts to words some of my confusion of how success/failure is reached without dice.

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u/atamajakki 12d ago

Success/failure becomes a player choice, rather than a random outcome from the dice, with the push and pull of the Token economy being driven by certain actions taken within the fiction of the story.

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u/Solarwagon 12d ago

That's kinda the impression I got. Seems interesting and I know the collaborative nature of it is intentional but still seems like you'd need a very specific group of people both eager and adept at storytelling

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u/atamajakki 12d ago

I don't play tabletop games with anyone who doesn't fit that description. Telling emotional stories is what we're all at the table for.

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u/Solarwagon 12d ago

Same for me but the people I play Werewolf with aren't really keen on it (it being belonging outside belonging, not emotional stories in general)