As with a lot of people I love Baker’s lists.

As with a lot of people I love Baker’s lists.

As with a lot of people I love Baker’s lists.

The idea of simply choose more options if you roll higher is a beautiful self regulating system.

Instead of difficulty modifiers, simply if you’re in a situation where some of the results are irrelevant, then your target number is smaller because you only need a partial success.

So what if the entire game was only lists like this, and you actually got an extra option for each level? Not this two levels of success thing, but, I dunno ten?

Here’s an example (in it I use the term String to represent undefined social currency, as well as the phrase lash out physically. My regards to Monsterhearts.)

(Oh, it also involves my take on how violence should work in more games, where the point is to assert dominance and incapacitate your enemy, not kill. Then if you want to kill you can simply do that without a roll once they’re helpless.)

Anyway!

Example move:

When you lash out physically Roll 1d20+Conviction

On a 10+ you constrain, knock out, or incapacitate your enemy.

And choose 1 option for each point higher. You can only choose 1 option under the break for each point above 15.

They don’t gain a string on you.

You gain a string on them.

You gain a string on someone watching.

Someone watching gains a string on them.

Someone watching doesn’t gain a string on you.

You gain a string on everyone watching.

Everyone watching gains a string on them.

Everyone watching doesn’t gain a string on you.

The rumour mill tells whatever story you want about it.

Someone worse doesn’t show up.

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?

So now that #DreamAskew has got me thinking about it, I’m really into this idea of Playbook Principles.

So now that #DreamAskew has got me thinking about it, I’m really into this idea of Playbook Principles.

Originally shared by Darcy Boyd

So now that #DreamAskew has got me thinking about it, I’m really into this idea of Playbook Principles. If they were a part of #ApocalypseWorld, or a Hack, what do you think they would they be for each Playbook?

#Dream+Askew #Apocalypse+World

As an MC I haven’t really been sold on Fronts.

As an MC I haven’t really been sold on Fronts.

As an MC I haven’t really been sold on Fronts.

If there are no status quos in Apocalypse World then any threat should constantly be changing type, and threatening different fundamental scarcities.

I can’t wrap my head around making fronts, but I can completely get behind looking at all the key players before a session and deciding what they’re threatening today, how they’re acting, and using the front creation rules as a framework.