After reading Vincent Baker’s response about niche protection in Apocalypse World was largely (entirely?) accidental…
After reading Vincent Baker’s response about niche protection in Apocalypse World was largely (entirely?) accidental in Jared Hunt’s thread about niche protection in AW-based games, I got to thinking. At first I was really surprised because I thought “What’s Vincent talking about? AW has lots of niches! Look at all the different and distinct playbooks. How can that be an accident?”
But then I realised that I had been confusing “niche” and “archetype”. My impression is that the characters in AW are unique not because of what they do (niche), but because of who they are (archetype).
I’ve tried (and so far failed) to write my own AW-hacks, but always got stuck on playbooks. It seems like the ideas I have (or am inspired by) never lend themselves to distinct playbooks. The types of characters players can be seem far too similar to each other to justify what I feel is an interesting number of playbooks.
For example, I had an idea to do a Watership Down based game where the characters were all rabbits (this was before I discovered Marshall Miller did something similar). However, as the rabbits all had pretty much the same capabilities, I struggled to come up with distinct playbooks.
I haven’t played Fate Accelerated Edition yet, but I understand that system focuses not on what characters do, but on how they do things (sneaky, flashy, careful, etc.). Or in the Cortex powered Leverage game, characters are all criminals, but have different roles based on how they commit crimes (for good, of course).
So that got me thinking about doing playbooks that aren’t what someone is, or what they do, but how they do it. (I’m tinkering with another AW-hack inspired by TRON and, again, the character types and abilities are all nearly identical.) Has anyone done anything similar? Base playbooks around something other than archetype or ability? I’m curious to see what other people have come up with.