31 thoughts on “I wrote this thing for Juan Dibuja in answer to his questions about writing playbooks for Apocalypse World.”

  1. What about special gear options like battlebabe and gunlugger have? Is this a “thing”?

    Otherwise a really good guide. I would maybe add to check what is out there before you start and see if other playbooks would apply

  2. I don’t think gear really counts as a thing since one of the MC’s moves is “take away their stuff.” After all, I called that step “Balance isn’t everything” so I’m pretty confident balance is something that can be guided through play and isn’t inherent in the mechanics of each playbook, as long as they start with 3 things and their stat blocks are consistent.

  3. Because they’re impossible to explain to new players, and whoever’s playing one ALWAYS without fail takes an arresting skinner and uses it willy-nilly. Personal experience notwithstanding I feel the Skinner is the weakest playbook conceptually though mechanically it has cool stuff to play with.

  4. On Skinners: I think they’re OK, and Artist is the best way to describe them I’ve found. I think the Solace and Maestro ‘D capture what it is to be Hot in a Hard, Weird world better–though the seeds of the idea are in the Skinner.

    On the advice: I think it is good to formalize these things just to avoid the ambling from concept to loose implementation of it. I would definitely include general move writing advice in it, in that custom moves really help define the majority of playbooks.

    Though on that last point, I’ve noticed that most non-official playbooks avoid the design space of Hardholder / Chopper, which is move light. In fact even the LE playbooks avoid it, whereas both the Quarantine and Hoarder seem like they could easily have had a solid non-move thing and moves to interface with that thing, with improvements around buffing that thing.

  5. Was that on a public discussion or not (I vaguely recall that, but you may have mentioned it in your posts on it).

    One thing I’ve thought of about that is that the Hardholder and Chopper both have NPC groups / setting features that are deeply entrenched and to a degree shared (in that the impact is diffuse). A personal thing like a pet or whatnot is quite different than that.

    I think there may still be room for that scale of things, it is just hard to think of one that doesn’t step on it. One that is explicitly about traveling may work (a convoy or whatnot, which sounds mostly like it would be a Hardholder or Chopper extension). Another might be a playbook focused on cultivating / restoring the world. A garden (may not be a literal garden) could easily be a thing to take options for and interface with on two moves, and improvement is about tending it and making it better.

  6. Tim Groth I didn’t include advice on designing moves because 1) there are plenty of example moves between the core 11 playbooks and the 30+ unofficial playbooks that exist, and 2) the Advanced Fuckery chapter has a whole slew of example moves plus a breakdown of how moves work

  7. Yeah, there is good guidance on core move creation. What I’m thinking of mostly here is integration of that into moves for Playbooks. What should a Playbook move cover? How is it different than a general created move? What do moves mean for playbooks.

    Even plus stat moves are distinguishing things about the character.

  8. One thing I wan’t sure about was, many Playbooks have a +1stat Move (max. +3) you can buy, while other Playbooks don’t list this on their Move list, but have functionally the same thing in their list of Advancement options. What’s up with that?

  9. You can take a move that gives you +1 during chargen, and you can take the same move by taking a move from another playbook. But you can only take an advancement from your particular playbook and only when you get 5xp.

  10. Oh, Craig Judd he reminded me just there, it’s also a way to make certain stats harder to raise. Anybody can raise their weird, it is easy. Raising cool or sharp is hard, you have to use the improvements your playbook gives you and those are limited.

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