Okay let’s riff about #TidebreakerRPG a bit

Tide Breaker truly, actually, plays like no other game on the market.
It’s not like Blades. It’s not like Shadowrun. It’s not like D&D.

I think it’s about as close as one can get to a Truly Original RPG.
Tide Breaker has a six-stat array, but it doesn’t map cleanly to any six-stat array *I* have seen.

The d6 pools aren’t read like any other game, and igniting KINDA looks like Edge in Shadowrun, but igniting works a bit different and happens WAY MORE OFTEN.
And then there’s the language of the game itself:

Botch, Ignite, Excellence, Stunts, Showstopper, Hope and Doom, Quirks and Functions, Upshifting and Downshifting

You might have seen these terms in other games, but they work COMPLETELY differently in Tide Breaker.
And that makes the game feel unique.

Tide Breaker has its own language, its own style, and it’s not beholden to how any other game handles things.

But for something so experimental, it plays like a DREAM.

It’s fluid and flexible and FUN!
This is how Tide Breaker manages to break the dichotomy between narrative-centric games and crunchy games.

Because it’s not playing by the rules of existing narrative games, OR of existing crunchy games.
I imagine this is how people felt when Apocalypse World came out.

The language of PbtA games feels natural in 2020, but it was INVENTED.

Moves, Hard Moves, Playbooks, Harm, “Roll +Hard.”

I imagine people reading AW and going, “You can DO that?”
In the same way, Tide Breaker is a completely novel approach to how a tabletop RPG can look.

Like Mnemonic. Like Belonging Outside Belonging.

But instead of focusing on quieter narratives, Tidebreaker reimagines how ACTION works in TTRPGs.
This is why you should take a look at Tide Breaker.

And read it—not skim it, READ it.

Because once you do, you, like me, are going to keep shouting at your PDF, “Wait, you can DO that?”
Turns out, you can tell the person acting first in Initiative “You’re over-extended. You can’t block.”

Turns out, you can build a list of abilities around shifting around initiative slots.

Turns out, you can establish a language of Interactables that abilities can key off.
Turns out, you can replace HP or Harm with just Up, Down, and Out.

You’re Up until you’re Down, but you can still act when you’re Down, albeit with a different set of options.

Until something takes you Out.
Turns out, you can have a resource system to build a villainous scheme out of pieces, then convert that into a skill challenge set for players to beat.

Turns out, your game can offer advice on how to play a good villain.
You can follow @AjeyPandey.
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