Hi all.

Hi all.

Hi all. Going to run my first Apocalypse World game in the next few weeks. Any advice? (Other than all the excellent advice in the book)

I’ve got some ideas for people, places, scenes, threat etc. but haven’t given them any context yet. I plan to do this at the table, and after the first session.

Thanks for the help, and happy to be here.

Hello there listeners!

Hello there listeners!

Hello there listeners! It’s our ninth episode of Apocalypse World! It was a good session and we started off strong with some world building during Cujo’s triumphant return to the stage and Koo got to be weird which is an old trick, but a good one! Please enjoy!

Originally shared by Colin Matter

Hello! Please join the Wednesday Night Crew for side A of the Ninth session of our Apocalypse World series! Alex, Kaetlyn, and Kolton joined me as usual for this session, but Matt rejoined us as well to play in our version of the volcanic apocalypse in a…

http://wednesdaynightgame.wordpress.com/2018/04/04/apocalypse-world-session-09-side-a/

I’m interested in how PBTA games handle ‘superpower’ style moves.

I’m interested in how PBTA games handle ‘superpower’ style moves.

I’m interested in how PBTA games handle ‘superpower’ style moves.

So moves in PBTA are triggered by ‘The Conversation’, right? If you push the bouncer up against a wall and there is a move that starts “when you threaten or intimidate…” then that move is triggered. Brilliantly simple.

Where I’m struggling in my homwbrew game is writing ‘superpower’ moves (I imagine the same applies to spell moves). Having a list of discrete powers you can invoke that begin “When you mind control someone…” or “When you manipulate shadows…” feels incompatible with the fiction-first principles of PBTA. Is this the wrong way of thinking about it?

One alternative would be to have a “Use Your Powers” basic move and define powers loosly in the playbooks with one line statements like “you can control minds”, “you can manipulate shadows”, similar to how powers are handled in Masks

My problem with this is I’m not a fan of moves that rely entirely on player imagination to define what is achievable. Firstly it feels unfair that some players can do extra cool things because they are better at coming up with imaginative uses for their powers. Some players like being told “you can do X & Y within these limits”. Secondly it creates little room to improve powers over time.

Here are some example moves I currently have:

MIND CONTROL

When you make eye contact with a victim and bring them under your sway, roll +Resolve.

On a success pick one, on a 7-9 they will know it was you inside their mind.

Commanded – You give them a brief command to act and they will obey to the best of their ability. The command cannot risk harm to anyone. Truthful – You ask them any question and they will answer truthfully to the best of their knowledge.

PUPPET

When you successfully Mind Control you can also pick:

Sleeper – Embed your command to be actioned at a set time, or in response to a certain trigger.

SUBDUE

When you successfully Mind Control you can also pick:

Broken – They’ll agree with whatever you say for the rest of the scene.

My gut (and a couple of playtest sessions) says that without clear demarcation between the levels of powers a simple “you can control minds” statement would quickly get out of hand. Thoughts? Does this break the spirit of The Conversation?

Is there a detailed look at the moves of the Extended or Patreon Playbooks like there is for the standard Playbooks?

Is there a detailed look at the moves of the Extended or Patreon Playbooks like there is for the standard Playbooks?

Is there a detailed look at the moves of the Extended or Patreon Playbooks like there is for the standard Playbooks? I’m talking about the chapter that starts on page 182 of the AW 2e book. Or if there isn’t yet, is something like that planned?

I’m toying with a playbook move for a sort of comic-relief character whose main schtick is that they mess things up…

I’m toying with a playbook move for a sort of comic-relief character whose main schtick is that they mess things up…

I’m toying with a playbook move for a sort of comic-relief character whose main schtick is that they mess things up but serendipity saves the day. One of the moves I want them to have is Clueless, which prevents them from making the equivalent of Read a sitch in this hack.

The overall thrust of the move is that they always miss when they make the information gathering move, but when any PC makes that move and misses, including themselves, they choose which move the MC responds with and what form it takes.

Is this too over- or under-powered? Not interesting enough? Thoughts would be appreciated.

I’m reading Angels of Music by Kim Newman, and I’ve learned that there is a character called La Marmoset from an…

I’m reading Angels of Music by Kim Newman, and I’ve learned that there is a character called La Marmoset from an…

I’m reading Angels of Music by Kim Newman, and I’ve learned that there is a character called La Marmoset from an 1882 book by Albert Aiken, who is a great detective and master (mistress) of disguise.

I read this and went: “that must be where Ben Lehman got the idea for the Marmoset Detective in Animal Crime/Apocalypse World LE playbooks! Did anyone know about this!?”

Then I remembered that it was a Marmot detective, not a marmoset, and realised there probably wasn’t a connection after all.

But hot damn I would have been impressed!

I am currently playing the No One and am having a grand time doing so.

I am currently playing the No One and am having a grand time doing so.

I am currently playing the No One and am having a grand time doing so. I was wondering if anyone else had touched the Playbook as either an MC or player and if so what types of unique Visions they had made? I will list the few that have come to me over the time of playing Hyena.

Places:

A place of migration, filled with the insects mating in passion.

The graveyards of a famous person reviled for their uncovered secrets.

A unique energy source, destroyed before it could be refined.

A charnel slaughterhouse of an animal no one could ever love.

Slovenly walls that talk only of the lewdness they have seen.

Home.

People:

A matronly figure stuffed with her own iniquity

A politician with a bib covered in the ink of their own lies.

A person with the head of snake, hissing the sweetest lies to your ego.

An overweight man who only wanted to help, drowning in his uselessness.

Someone kept from expressing their love to you due to the apathy of others.

Your first victim, their eyes begging for forgiveness to your basest instincts.

Looking for Writers – Post-Apocalyptic Essays!

Looking for Writers – Post-Apocalyptic Essays!

Originally shared by Jay Iles

Looking for Writers – Post-Apocalyptic Essays!

For the next few books of Legacy, I’m planning to include essays to help groups bring different aspects of post-apocalyptic society to life.

There’s two books: The Engine of Life is about how society can rebuild and move out of the post-apocalyptic state into a new status quo, and wants essays on Hope, Love and Tradition.

End Game is more cynical, about how the monsters of the wasteland and backbiting struggles of the survivors could cause another, final apocalypse. For this, we want essays on Exploitation, Strategy and Tragedy.

I’m looking for ~2000 words, paying £0.05/word. If that sounds interesting, get in touch at ufopressrpgs@gmail.com or ask questions here! If you’d like to send us a writing sample, it’d be best to see something critically engaging with a work of media or genre, talking about its strengths and flaws, and (optionally but best) how it could be used to inspire roleplaying.