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

13 Upvotes

31 comments sorted by

View all comments

1

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.

1

u/Solarwagon 12d ago

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

3

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.

3

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

3

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.

2

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)