Hey, just joined the group. Really like the superhero stories, but unfamiliar with this tabletop style. From what I understand, the system for this is ‘Powered by the Apocalypse’, which is based off of the ‘Apocalypse World’ RPG.
Still interested, but I’d like some help to keep going on this.
What kind of help are you looking for? I’ve just started reading Masks, but am fairly familiar with PbtA games.
So, a few quick things – some of these you may find obvious, but I’ll try not to take anything for granted:
– playbooks are more or less like character classes, but not entirely. They are archetypes of different characters. For that reason, it’s usually the case that two players can’t pick the same playbook, because usually in a story there’s only one character of that archetype. They also act as reference sheets for all the special powers of that specific type of character, and as character sheets. If the layout looks a bit confusing, think about it as folding it into a booklet: you’ll get the illustration and general character traits first, then a two-page spread with most of the mechanics for the character, and at the back the “Moment of Truth” and the rules on advancement (which is, experience and growing your character). You’ll notice that playbooks present a lot of multiple choices, so you can just go through it quickly, fill it in, and you have your character ready!
Moves: moves are the main mechanic of PbtA games. They are usually written in this form: “when X happens, then Y”. In play, you describe freely what your character does. If what you describe fits with the beginning condition of a move, then you follow the mechanics written in the move, which will bring you to some more outcomes. For example, you might be like “yes, my character is really angry now, I am going to zap that villain with my lightning powers… I guess i should roll on ‘when you unleash your power’, right?”.
When you roll dice, it’s usually 2d6+stat (in this game, stats are called labels), and the spread is: 10+, excellent success; 7-9, success with complications; 6-, failure. Moves will have specific outcomes for these different levels, appropriate to the action your character was taking. On a 6-, furthermore, the GM makes something happen that introduces new problems and complications. This helps avoiding those “nothing happens” moments and pushes the story forward. This creates a loop by which you start with just fiction and free roleplaying, you engage the mechanics through narration, and the mechanics give you back more narration and keep the situation interesting to go on.
Moves are usually divided in basic moves, that are the game’s core mechanics and every character has access to, and playbook moves, that represent powers and narrative tropes that are typical of a specific character.
The GM role: the GM’s role is not too different from other styles of Game, but is very structured. First of all, the GM has a list of principles and agendas. These are not advice, these are rules, written down to explain the approach the GM should take when running the game. If the other rules are the letter of the law, these explain the spirit of the law,and must be followed. Second, the GM never rolls any dice. They have moves, too, but those are just descriptive: they will say something happens, and that’s it. It happens. Usually, the GM will make one of their moves on two occasions: when a character fails a roll, or when a character gives them a golden opportunity. A golden opportunity usually means that as a GM I will set something up, making it clear that there might be complications, and ask them what they do to avoid them. If they decide to waltz straight into it, then I can hit as hard as I like. For example:
“you’re sneaking around the research lab, looking for the experiment data, when you hear footsteps down the corridor. What do you do?” (see, I’m setting up a problem, but I’m not suckering them: I give them occasion to act. After one of your moves, as a GM, you always ask the players what they do).
Player: “nothing, that data is too important, I have to find it!” (the player has seen the danger, they are aware of it. They decide to proceed anyway. Oh well…)
Me, as a GM: “suddenly, two security guards turn a corner and shine their flashlight on you. One of them is quite shocked, while the other one’s hand is going to his belt, you don’t know whether he wants to get the walkie-talkie… Or The gun. What do you do?” (now I’ve put them into trouble!)
When a character rolls a 6- the GM can always make a hard move, so for example I could have had the guards just drop in there and surprise them.
Also, the GM doesn’t pre-plan or script adventures. The system is very flexible, and the structure of player moves and GM moves building on each other and escalating really pushes the story forward, so sticking to a pre-planned module wouldn’t work. The GM has things written down such as the goals and motivations of villains, and will follow them. One of the principles is to play to see what happens (in this game, play to see what changes), so, get into the game, push hard on it, and see where the story leads you as it unfolds.
This is a super-101 take on the basic features of the Apocalypse Engine. Some of this stuff maybe was obvious, but I thought it wouldn’t hurt to start from the beginning… Of course, feel free to ask more specific questions!
Thanks. Quite a bit to take in but it is quite helpful. A live experience of this would also help me get a better idea of the game, though groups are sparing where I’m from (small town problems lol).
I’ve been looking through the beta Playbooks and find the different archetypes hitting all the right marks. Haven’t really decided on my prime playbook, but I’ve least got a short-hand list of ones I like: The Bull, The Outsider, The Legacy, The Transformed, and The Beacon. I know its pretty much half the list and I like the others fine too. However, I find myself having more fun with these playbooks than the others. Plus, the wider selection allows me to be flexible with those who pick some of the others instead.