Design patterns

Playbooks

Games
Alas for the Awful Sea Apocalypse World Dungeon World Monsterhearts Masks Brindlewood Bay Blades in the Dark Band of Blades
Game families
Powered by the Apocalypse Forged in the Dark Carved from Brindlewood

Summary

Playbooks are predefined character templates that package abilities, narrative roles, advancement options, relationships, and thematic concerns into a single player-facing framework. Rather than building a character from individual components, players select a playbook that defines both who the character is and what kinds of stories they are likely to generate.

Design Purpose

Playbooks create strong character identities while ensuring that every player contributes a distinct perspective, role, and set of narrative opportunities to the game.

Problems Solved

Core Loop

Players choose a playbook, make a small number of customization decisions, and begin play. The playbook's moves, advancement options, relationships, and special rules continuously generate situations that reinforce its themes and narrative role.

Player Decision

Which archetype and story arc do I want to explore through this character?

Narrative Effect

Playbooks ensure that characters enter play with built-in motivations, conflicts, and dramatic potential. They act as engines for generating genre-appropriate stories and relationships.

Strengths

Weaknesses

Variations

Examples

Pattern Definition

A Playbook is a predefined character framework that combines mechanics, narrative themes, and advancement options to create a distinct archetype and guide the stories a character generates.