Role-playing games are all about characters, otherwise they wouldn’t be role-playing games. And what really gets someone invested in a fictional character, whether they’re playing the character or watching or reading the character, is the character’s personal journey. We love to see it in books and movies and we love to see it in RPGs, but in RPGs we typically aren’t given additional rules to support these sorts of stories. This is in part because these stories haven’t been the focus of most RPGs, well, ever, but it’s also in part due to the belief of designers that characters’ inner lives should be governed by the people who play them, not by rules.
The issue with this is that mechanics are what provide richness for games. We want PbtA games to have a palette of different moves, and we want each playbook to feel different. We want a military simulation…
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