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Go From Superhero to Superweirdo In Apocalypse Keys
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<blockquote data-quote="robowieland" data-source="post: 9036435" data-attributes="member: 7026452"><p><em>Monster of the Week</em> has the countdown where the Keeper explictly lays out what would happen in the mystery if the hunters never showed up. Monsters are built with a specific weakness in mind and the tension is between the players taking advantage of that weakness and the countdown ticking along with things getting worse.</p><p></p><p><em>Apocalypse Keys</em> offers a more open ended solution like <em>Brindlewood Bay</em> where the MC opens with a mystery and lets the players drive the construction. The final roll when players put those keys into place determines whether the players are right or if the MC gets to drop a big twist on the narrative.</p><p></p><p>These clues also tend to connect back to the players as part of their roles as being potential big bads. It's not just that a cult is skulking around Peoria, it's that YOUR CULT, the one you escaped, is in town and doing something that might potentially kick off the thousand year prophecy just as you're going to ask that nice necromancer on a date.</p><p></p><p>This game also goes for unique and weird monsters while <em>MotW</em> is more about recognizable monsters from myth and pop culture. It's implied that DIVISION has people who can handle your everyday vampires and aliens, but your crew gets the call when The Prince of 10,000 Weeping Eyes might be the problem.</p><p></p><p>Creating DIVISION is also part of the process for everyone, not just specific playbooks that have powerful friends as part of their archetypical shtick. I do think you'll see similarities when <em>Codex of Worlds</em> comes out with their crew templates but those seem to be small scale elements like an armory stacked with silver bullets while DIVISION has things like a time travel division trying to keep all the multiverses straight.</p><p></p><p>The big differences beyond mechanics are tone and scale. You could run a <em>MotW </em>game that runs in the same style as an <em>Apocalypse Keys</em> game but it would take more work that everyone taking the same playbook and flavoring the narrative with Mike Mignola descriptions.</p></blockquote><p></p>
[QUOTE="robowieland, post: 9036435, member: 7026452"] [I]Monster of the Week[/I] has the countdown where the Keeper explictly lays out what would happen in the mystery if the hunters never showed up. Monsters are built with a specific weakness in mind and the tension is between the players taking advantage of that weakness and the countdown ticking along with things getting worse. [I]Apocalypse Keys[/I] offers a more open ended solution like [I]Brindlewood Bay[/I] where the MC opens with a mystery and lets the players drive the construction. The final roll when players put those keys into place determines whether the players are right or if the MC gets to drop a big twist on the narrative. These clues also tend to connect back to the players as part of their roles as being potential big bads. It's not just that a cult is skulking around Peoria, it's that YOUR CULT, the one you escaped, is in town and doing something that might potentially kick off the thousand year prophecy just as you're going to ask that nice necromancer on a date. This game also goes for unique and weird monsters while [I]MotW[/I] is more about recognizable monsters from myth and pop culture. It's implied that DIVISION has people who can handle your everyday vampires and aliens, but your crew gets the call when The Prince of 10,000 Weeping Eyes might be the problem. Creating DIVISION is also part of the process for everyone, not just specific playbooks that have powerful friends as part of their archetypical shtick. I do think you'll see similarities when [I]Codex of Worlds[/I] comes out with their crew templates but those seem to be small scale elements like an armory stacked with silver bullets while DIVISION has things like a time travel division trying to keep all the multiverses straight. The big differences beyond mechanics are tone and scale. You could run a [I]MotW [/I]game that runs in the same style as an [I]Apocalypse Keys[/I] game but it would take more work that everyone taking the same playbook and flavoring the narrative with Mike Mignola descriptions. [/QUOTE]
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