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Grade the Powered by the Apocalypse (PbtA) System
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<blockquote data-quote="Neonchameleon" data-source="post: 9144435" data-attributes="member: 87792"><p>And getting back to the core subject, Apocalypse World is one of the best games I've ever played and deserves its legion of spinoffs. There are several reasons. Many of them include:</p><ul> <li data-xf-list-type="ul">The rhythm of when you roll, the "move system" is at the points where narration would be handed over in freeform RP, meaning that there is less break in immersion for rolling and resolving than in any other published TTRPG I have ever played</li> <li data-xf-list-type="ul">The structure and advice for the GM is strong, clear, and effective. It is style specific, but the Hard Moves and the rest really work to teach and guide the GM. And the GM prep is deliberately easy.</li> <li data-xf-list-type="ul">Non-class based games normally have only a relatively small number of good builds. Class based ones have normally a couple per class which multiplies the number of archetypes in play. AW is, for this purpose, class based</li> <li data-xf-list-type="ul">Character sheets have <em>all</em> the class based rules on a printable double side. Other than the standard moves (all on handouts) there's no looking in the rulebook in play.</li> <li data-xf-list-type="ul">It's a system in which every roll matters. There's only success, success with consequences, and critical failure.</li> <li data-xf-list-type="ul">The characters are integrated within the setting - which is created as part of character creation</li> <li data-xf-list-type="ul">PC with PC interaction is encouraged and all the PCs have their own things they value, in part because they are mostly integrated with the setting rather than being a wondering group of nomads</li> <li data-xf-list-type="ul">Campaigns are short (<12 sessions), perfect for busy adults</li> <li data-xf-list-type="ul">There are no explicit story-mandating mechanics. Instead it just puts a cast of characters into high pressure situations, gives a lot of ways they can grow, and has you play to find out what happens. Stories grow out of that.</li> </ul><p></p><p>Of course one of the worst things about Apocalypse World is the number of people willing to make up things about it without ever having played it because it (a) came out of the Forge-community and (b) is very LGBTQ+ positive.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9144435, member: 87792"] And getting back to the core subject, Apocalypse World is one of the best games I've ever played and deserves its legion of spinoffs. There are several reasons. Many of them include: [LIST] [*]The rhythm of when you roll, the "move system" is at the points where narration would be handed over in freeform RP, meaning that there is less break in immersion for rolling and resolving than in any other published TTRPG I have ever played [*]The structure and advice for the GM is strong, clear, and effective. It is style specific, but the Hard Moves and the rest really work to teach and guide the GM. And the GM prep is deliberately easy. [*]Non-class based games normally have only a relatively small number of good builds. Class based ones have normally a couple per class which multiplies the number of archetypes in play. AW is, for this purpose, class based [*]Character sheets have [I]all[/I] the class based rules on a printable double side. Other than the standard moves (all on handouts) there's no looking in the rulebook in play. [*]It's a system in which every roll matters. There's only success, success with consequences, and critical failure. [*]The characters are integrated within the setting - which is created as part of character creation [*]PC with PC interaction is encouraged and all the PCs have their own things they value, in part because they are mostly integrated with the setting rather than being a wondering group of nomads [*]Campaigns are short (<12 sessions), perfect for busy adults [*]There are no explicit story-mandating mechanics. Instead it just puts a cast of characters into high pressure situations, gives a lot of ways they can grow, and has you play to find out what happens. Stories grow out of that. [/LIST] Of course one of the worst things about Apocalypse World is the number of people willing to make up things about it without ever having played it because it (a) came out of the Forge-community and (b) is very LGBTQ+ positive. [/QUOTE]
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