Sort of. I own and have read a whole bunch of PbtA books. Night Witches was the first I bought. I’ll admit to being very confused about how the hell they were supposed to run. Not least for that first one, it was because they keep banging on about stuff that was on the character sheet and there were no character sheets in the book! Not even a fekking example one. They assumed you knew you had to find them on the internet. I suspect they also assumed you knew how PbtA works, because my overall impression was: I like this setting but I want to play some PbtA to find out how the hell it works before I even think of running this because I don’t get it.
Reading a few more PbtA books did not change that view. The books said “PbtA is a foreign country: they do things differently there” but didn’t quite explain how in a way I could grok. I did, however, like the idea that the GM could do minimal prep on a game, even if I didn’t grok how/why.
Sooooo… I played a game of Masks and of Blades in the Dark (son of PbtA) at an in-person con back in the Before Times. Both with the same GM, who was awesome. Blades I enjoyed. Masks less so, possibly because it was superhero genre and suffered from what I dislike about superhero games, particularly one-shots: the PCs bimble about achieving nothing concrete until the big boss fight at the end. But there was nothing weird in the mechanics.
I tried running Hack the Planet (FitD cyberpunk version of Blades), first as a one-shot run several times for different groups, then as a campaign for my regular Tuesday group.
This taught me several things:
-
There are folk with play styles which just does not mesh with the ‘PCs do NOT plan in detail’ ethos of Blades. They want to plan. They want to plan about their planning! They want to plan with info gather, not use it after they’ve picked an approach/plan (assault, sneaky, social, etc)! They want concrete answers to questions, when in reality the answer is “The GM doesn’t know yet, because this is a no prep game and they’ll decide AFTER you’ve told them what your fekking plan is!”
-
Even for the regular group, who 2 of the 3 players were not into planning, I had to come up in advance with 6 separate approaches to each mission, because I had no idea what they were going to pick. This is NOT less prep! Apparently my GM skills of making-it-up-on-the-fly relies on me knowing what the bad guys are up to and then figuring out how they will react, not inventing it out of thin air with a micro-second’s notice.
The above was what killed the Hack the Planet campaign. The mechanics were driving the players away from the RP sections of gaming, particularly joint RP. On the missions it is all bang, bang, bang - charging thru them at breakneck speed, with the GM desperately trying to think of sane/interesting complications to introduce (bloody hell but that’s exhausting when things are fast paced - that includes Cortex and Dr Who). You can describe how you do an awesome double back flip before you shoot the leader of the biker gang, but the RP in the missions seemed… cramped?
In downtime, the PCs all split up and go off to have lonely fun. So there was a bit of RP, but it got a bit repetitive because of the game mechanics. Like the PC who went to the illegal restaurant to eat endangered species. There is only so many times you can RP a waiter saying “Would sir like the okapi or the wombat today?” 
What was missing was all the group RP where all 3 characters are haggling with the waiter or trying to avoid their landlord, or planning a huge birthday party for their favourite NPC. That stuff was only happening in “free play”, which felt rather squeezed out. Because if the friends of the biker you killed crash the party with sledgehammers, you are out of free play and into game mechanics.
Therefore I decided maybe it was Blades/FitD, not PbtA which we weren’t getting, so I needed to play some more PbtA. I signed up to go to online Relevation 2021. I played:
- CBR+PNK another cyberpunk FitD game.
- Cybertruckers (PbtA in spaaaaace)
- Apocalypse World Burned Over - a wild west hack of this
Enjoyed all the games. Was startled that the two PbtA games just felt like regular games mechanic-wise. We could have been playing any system for most of it, with us just doing the equivalent of a persuasion roll, sneak roll, pick pockets roll, etc.
However, especially in the wild west game (we were more constrained in the Cybertruckers game) the PCs all have connections with different NPCs, so again we scattered to the 4 winds and were all off doing our own thing for a large chunk of the game. Plenty of RP, but I didn’t feel I got to know the other characters the way you usually do in a con game.
I have Last Fleet and Bite Marks (both evolved from PbtA) and desperately want to play those, but no-one I know owns them. I might try running Last Fleet for the Tuesday group, but it may founder like Hack the Planet did if it encourages Lonely Fun rather than group RP.
