Call for advice.

Call for advice.

Call for advice.

I am going to run AW 2nd edition at PAX East for strangers that probably don’t know the rules.

I plan to play one three hour block with each group, with the first session rules, and some ideas that hopefully fit into whatever world my players create.

What should I bring with me?

A great imagination,

Ability to say “Yes and…

Energy and enthusiasm to ensure a good time.

PDF version of the rules on my tablet, hopefully I can buy a hardcopy at PAX.

Dice and pencils for everyone.

3×5 cards that can represent NPCs, locations, threats, and other objects of import.

Some colored markers.

Are there any “smaller” character sheets?

What flavor text would you print out ahead of time to bring?

What parts of the PDF should I print out ahead of time?

Are there any other resources out there that already compile everything I should bring with me?

What else?

Thanks!

7 thoughts on “Call for advice.”

  1. Your MC principles, two or three very rough maps with lots of missing details.

    For a con game, I would cut down the choices for playbooks, even force the issue into themes.

    Who wants to be in charge around here? Hardholder or Waterbearer or Chopper.

    Who wants to be the most dangerous? Gunlugger or Battlebabe or Faceless.

    Who wants to be indispensable? Angel or Savvyhead or Maestro’D.

    Who wants to be weird? Brainer or Hocus (or Child-Thing?).

    This would also make it easier if you want to scratch up some love letters to lay some kindling for the players.

    Now, back when AW was fresh in the wastes, some bloke called John Harper made some lovely one-sheets. I’m not sure if there are 2nd ed equivalents yet – anyone know?

  2. Toby Sennett is dead right here, and I’d even go tighter. Curate your available playbooks.

    Next, start in media res. Once you’ve gone around and all four of your players (and for goodness sake, don’t try to run for more than 4 in a slot!! You want them to get enough screen time to get a good feel for it!!), cut back to the first player and say something like:

    “ok, so y’know those Quonset huts made of corrugated metal? Yeah, your right arm is chained to a table in the center of one, and this sweating, pacing fuck of a mess, Dremmer, keeps looking at the door. Drummer has a length of rebar in one hand and a big knife tucked in the back of their belt. You might wanna read a situation here, so you’ll need to check out your stat lines and decide if you’re more of a talker, a charming intimidating person, or if you wanna force them into the corner.”

    Then while they are working out their stat line, turn to the others and say something like:

    “Ok, so Dustwitch’s gang has [PC] in a Quonset hut on the edge of the Barrens. It’s about a 20-minute drive from your hardhold. You’ve pulled up on the ridge overlooking the hut; there’s a boxy wooden tower next to it with it looks like a white fur mat – used ta be white fur mat – flapping against one side. Which of you is the gunlugger? What have you got for guns? You make your own choices about that here…”

    Then back to whoever’s chained to a table:

    “So, here’s how the dice work; are you reading a person or a sitch? Oh, excuse me, what’s your name? There’s a name list right at the top. Right, so Bon, the difference between reading a person and reading a sitch is here, and you’ll add your stat to whatever you roll..”

  3. Printouts you want on the table:

    -basic moves sheet, enough for everyone to have one.

    -at least one copy of the battle moves, probably three.

    Also:

    -MC moves

    -1st session sheet

    -Threat map

    You are teaching them how to run as well as play, so the next bit goes like this:

    “Oh hey, before you roll down the hurt on that hut, what’s the terrain look like? Is it cold and dry? Hot and wet? What time of day and year is it? (Listen and nod and write down what they say) Are there lots of people around, or are outposts few and far between? (Listen etc) Someone who hasn’t talked yet, what’s the weirdest thing about the gear you’re carrying? Cool, cool. I’m writing all this down so we have a shared sense of the world; all of us barf forth apocalyptica pretty much at will. Right, so (PC facing Dremmer) roll those dice. Higher is better for you!”

    Follow through. On a miss, tell them you are making a hard move from a list of MC moves, but don’t tell them which one. On a hit, point to the move on their sheet, have them read it, follow through.

    After that first die roll, sit back for a second and look around and say “ok, let’s make sure everyone’s got their characters set, with names and looks and stat lines, then we’ll dive back in and see what happens next. While you are filling in the rest of your sheet, I have to decide what type of threat Dremmer and Dustwitch are, which gives me some framework and direction for them. I may have other threats too, based on the setting we’ve made or things you decide from your playbook, so as soon as everyone has their playbooks filled out, let’s go around and introduce characters and get a quick sense of your history with each other.”

  4. timothy Lewis For theme, think very strongly about visuals. If you can grab a rusted out hubcap, a string of plastic Mardi Gras beads, a broken bottle, and a small toy, and arrange them in the center of the table, that’s your tone right there. Unless it’s a crushed water bottle, a length of rebar, and an ID card. Anyway, you get the point. I may be misunderstanding!

  5. Postcards from the Apocalypse! A half dozen or so, places, people, buildings, vehicles. Run a quick filter over them to make them appear distressed, and just scatter them over the table.

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