I keep seeing original mechanics in Powered by the Apocalypse games, that make me wonder what might have been the…

I keep seeing original mechanics in Powered by the Apocalypse games, that make me wonder what might have been the…

I keep seeing original mechanics in Powered by the Apocalypse games, that make me wonder what might have been the perfect mechanic in a different *world game, that just wasn’t thought of at the time.

What do you think are the coolest mechanics in Apocalypse Engine games, that weren’t in Apocalypse World itself?

20 thoughts on “I keep seeing original mechanics in Powered by the Apocalypse games, that make me wonder what might have been the…”

  1. Strings in monsterhearts, the blackjack based resolution system in murderous ghosts, the combat system in At Ends in the Ruins of the Future (part of sundered land), heritage moves in Planarch’s Codex.

  2. Strings rocked my RP world when I first played Monsterhearts.

    The idea of different sub-games with their own moves from TSL is really interesting to me. 

  3. Joachim Erdtman 

    Excerpted below:

    “Strings are the emotional hold that you have over people.  They are earned through a number of moves: turn someone on, shut someone down, lash out physically, and various Skin moves. “

    “You can spend a String on another PC to:

    =Add 1 to your roll against them, or subtract 1 from their roll against you (choose after rolling).

    =Offer them experience to do what you want.

    =Force them to hold steady in order to carry out a certain action.

    =Add an extra harm to whatever harm you’re dealing them.

    =Place a Condition on them.

    You can spend a String on an NPC to:

    =Add 1 to your roll against them (choose after rolling).

    =Add 3 to you manipulate an NPC roll against them (choose after rolling).

    =Cause them to falter, hesitate, or freeze up momentarily.

    =Add an extra harm to whatever harm you’re dealing them.

    =Place a Condition on them.”

    “Whenever you spend a String, there needs to be something in the fiction to explain the mechanical effect.”

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