Last AW session I found the Angel’s “Healing Touch” move results to be designed strangely.

Last AW session I found the Angel’s “Healing Touch” move results to be designed strangely.

Last AW session I found the Angel’s “Healing Touch” move results to be designed strangely.

The roll results read as follows:

On a 10+, heal 1 segment. On a 7–9, heal 1 segment, but you’re also opening your brain, so roll that move next. On a miss: first, you don’t heal them. Second, you’ve opened both your brain and theirs to the world’s psychic maelstrom, without protection or preparation. For you, and for your patient if your patient’s a fellow player’s character, treat it as though you’ve made that move and missed the roll.

The usual goal for this move is healing and the different results reflect that well. The 6- result is fine too, because in addition to failing to heal, the MC can make a unpleasant move.

What I found strange is the complication on 7-9 very possibly isn’t a complication. Especially if the Angel has weird highlighted and gets a hit on the opening your brain move. Instead of just healing 1 segment the Angel gets an additional XP point (because the character actually makes the move instead of “treat it as though”, like with the 6- result) and receives “new and interesting information”.

In short: the 7-9 “Healing Touch” result is way better than the 10+ result unless the player misses the open your brain move.

That does not feel right to me. Do I miss something in the move’s design? If you agree, how do you solve this issue narratively or mechanically? I would like to reserve psi-harm for misses (would get boring in the long run anyway) and handing out wrong information doesn’t work forever too.

Any feedback is gladly appreciated!

Are the Apocalypse World 2nd edition playbooks available in A4 format somewhere? Any help would be appreciated!

Are the Apocalypse World 2nd edition playbooks available in A4 format somewhere? Any help would be appreciated!

Are the Apocalypse World 2nd edition playbooks available in A4 format somewhere? Any help would be appreciated!

The Quarantine is one of my favourite playbooks.

The Quarantine is one of my favourite playbooks.

The Quarantine is one of my favourite playbooks. The way the start-of-session move fills out the history of the Apocalypse, and feels like rediscovering the Quarantine’s lost memories, is just beautiful in play.

When I first saw the details of the playbook, though, I was disappointed, because the Quarantine is some kind of highly trained soldier in stasis. I was hoping for a “fish out water” character who doesn’t belong, kind of like the Mortal in Monsterhearts.

Here it is (link to the Apocalypse World forums thread):

http://apocalypse-world.com/forums/index.php?topic=9114

I’d love to hear your thoughts – has anyone had a similar desire to play such a character in Apocalypse World?

http://apocalypse-world.com/forums/index.php?topic=9114

I’m thinking of writing my own AW Playbooks for a fantasy setting, including character creation choices for ‘why you…

I’m thinking of writing my own AW Playbooks for a fantasy setting, including character creation choices for ‘why you…

I’m thinking of writing my own AW Playbooks for a fantasy setting, including character creation choices for ‘why you adventure’ tied to Hx and the place they come from. I was thinking off trying it with some DnD adventures.

1) Is there advice around on writing your own AW Playbooks?

2) Has anyone taken AW and tried to run a DnD module with it (with fantasy playbooks)?

Basically, I like DW but I love AW more.

Hi Meguey Baker, Vincent Baker

Hi Meguey Baker, Vincent Baker

Hi Meguey Baker, Vincent Baker

I’d like to translate into Spanish AW2’s free material (moves & playbooks).

We have a Spanish translation of the 1st edition book, but 2nd edition book hasn’t been translated. I’d like to have all reference sheets in Spanish for my players, updated to 2nd Edition.

Is it posible to have an editable version of those sheets? Is it possible at least to know the fonts used to try to keep the style?

The Whisper is done (for the most par).

The Whisper is done (for the most par).

The Whisper is done (for the most par).

The Infected is bubbling along.

That leaves the last member of the Doomed Trinity

Introducing The Returned

Apocalypse World is littered with shattered dreams, broken promises, dashed hopes, and unfinished business. Them guys with the guns, the jackals at the door, don’t care about your plans and desires and put many in an early grave… dead is dead, right? Well, there ain’t no status quos…

Sometimes… sometimes someone comes back…

Your Adversary

If there’s a player character with a gang, followers, or establishment, ask them if they’re you’re adversary. If they say “Yes”, ask them, “Why did yours kill me and mine?” If they say “No.” tell the MC to make a Warlord and ask them, “Why did they kill me and mine?””

• to send a message to others

• you and yours were in the way

• to take what you had

• collateral damage

• just the thrill, you know?

Apocalypse World echoes with the din of bloody battle, the roar of monstrous engines, the screams of those dying in…

Apocalypse World echoes with the din of bloody battle, the roar of monstrous engines, the screams of those dying in…

Apocalypse World echoes with the din of bloody battle, the roar of monstrous engines, the screams of those dying in agony and despair: a discordant cacophony of pain, suffering, and the end of hope and life.

And sometimes, if you listen closely, you might hear something worse.

Introducing The Whisper

This is the second of the Doomed Trinity playbooks I’m doing up for my Patreon. It’s basically a ghost, inspired by the old Maelstrom Ghost playbook and experiences in some of the AW campaigns I’ve participated in. This one has a Dissolution Countdown that’s slowly ticking down to its doom.

Here are some sample moves:

“Do you hear what I hear?”: When you open your brain you also get this: s-harm, close, area, loud, centered on you. You are immune to this effect, but any other player characters affected gain +1forward the next time they open their brains.

Signs and portents: With appropriate sacrifice [you choose] from a supplicant you may act as a psychic antenna for augury. The other character will make the roll, but you mark experience regardless of their success.

Also, the Whisper has no hard stat!

It’s a ghost, incorporeal and disembodied… but it can still make its mark.

More to come.