A ramble I wrote on some of the deeper workings of the Apocalypse World engine.

A ramble I wrote on some of the deeper workings of the Apocalypse World engine.

A ramble I wrote on some of the deeper workings of the Apocalypse World engine. No practical application whatsoever, but may be of interest to some of you. 

http://ponderingsongames.com/2015/04/18/musings-on-the-apocalypse

A massive not-quite-review of #tremulus, which is based on AW engine.

A massive not-quite-review of #tremulus, which is based on AW engine.

A massive not-quite-review of #tremulus, which is based on AW engine. 

“Like a chisel to the stone

That’s the metaphor I’d go with for describing how the game works. You start with a giant boulder of mystery. Inside it, there are veins of hard plot, things you know are true or that you know will happen unless thwarted. The hazards and the framework they build. As players interact with the story, they feel out the stone. As they make a move and roll dice, they take a chisel to it. With each swing, each roll of the dice, chunks of stone fall off, revealing the true plot underneath. That’s the principle of “play to find out what happens” in action, the result of allowing meta-consequences. Clink. The mayor is hiding something. Clink. There’s a doorway behind the fireplace. Clink. There is fresh blood on the blade. Clink.”

http://magbonch.wordpress.com/2013/07/04/first-impressions-tremulus/