Apocalypse World is the first game to use what we now call the Apocalypse World Engine, published in 2010. It's an innovative system that builds the world as part of character creation, and where the GM (here called the MC) has essentially the same rules as every other player. The second edition of the game was Kickstarted in 2016, and brought the game a bit more in line with the dozens of games that came after.
Apocalypse World takes place in, well, a world of apocalypse, the exact nature of which is not given. The world is built largely by the players, with their specific knowledge provided by their playbooks (think classes). A lot of the appeal of Apocalypse World is this lightened burden on the GM or MC. Due to the collaborative nature of setting up the world and the relationships of the players, there's very little prep work that needs to be done to run a game, which could be a pleasant change for the perpetual GM.
One of the best things I think this game introduced, and that I think nearly every RPG could borrow from, is the MC section detailing the agenda, the principles, and what you should "always say". It's nothing more than a couple paragraphs of bullet-pointed text, but it provides a very reliable fallback for when you get into a tight corner, unsure of what to do next. To the best of my knowledge, each "Powered by the Apocalypse" game includes a one-to-two page section with this, and giving some pointers on how the first session should go. It's an easy-in for the new or inexperienced gamemaster.
This part may or may not be bad, depending on your players, but it's a warning nonetheless. Apocalypse World itself is edgier than a lot of the games that followed it, with playbooks like the Battlebabe and the Gunlugger and moves like "f*ck this sh*t" and "f*cking wacknut". Each character's stats are Cool (calmness), Hard (intimidation), Hot (attractiveness), Sharp (violence), and Weird (psychic). So, word for the wise, this game is not G-rated, for all that many of the successors are.
The Apocalypse World Engine is a significant adjustment to players and GMs who are used to a more "traditional" game like D&D, or a more typical GM-player relationship. This system places a much larger share of the creative burden on the players, shared much more equally with the GM. I can see where some GMs or some players wouldn't enjoy that split of responsibilities. If you're looking to run Apocalypse World for a group you know, it would be best to get a good gauge of your players' comfort level with taking on more of the worldbuilding.
One of the things that really caught my attention in this edition is the Harm countdown clock on each playbook. It's a simplified clock, with segments from 12-3, 3-6, 6-9, 9-10, 10-11, 11-12. As you take more damage, those segments get slimmer and slimmer, increasing the drama of the fight. When the Harm countdown is maxed, "life becomes untenable", and that player can choose to come back minus a limb, plus some Weird (psychic), as another playbook completely, or to just die. This is such a unique way of tracking damage, like a literal countdown on your life, and I think it's extraordinarily well-suited to that gritty tone of Apocalypse World specifically. Given the sheer number of imitators, it's hard to say that much of Apocalypse World is still truly unique, but it would be impossible to say that it wasn't and hasn't been groundbreaking.
contributed by Jennifer Adcock
Apocalypse World takes place in, well, a world of apocalypse, the exact nature of which is not given. The world is built largely by the players, with their specific knowledge provided by their playbooks (think classes). A lot of the appeal of Apocalypse World is this lightened burden on the GM or MC. Due to the collaborative nature of setting up the world and the relationships of the players, there's very little prep work that needs to be done to run a game, which could be a pleasant change for the perpetual GM.
One of the best things I think this game introduced, and that I think nearly every RPG could borrow from, is the MC section detailing the agenda, the principles, and what you should "always say". It's nothing more than a couple paragraphs of bullet-pointed text, but it provides a very reliable fallback for when you get into a tight corner, unsure of what to do next. To the best of my knowledge, each "Powered by the Apocalypse" game includes a one-to-two page section with this, and giving some pointers on how the first session should go. It's an easy-in for the new or inexperienced gamemaster.
This part may or may not be bad, depending on your players, but it's a warning nonetheless. Apocalypse World itself is edgier than a lot of the games that followed it, with playbooks like the Battlebabe and the Gunlugger and moves like "f*ck this sh*t" and "f*cking wacknut". Each character's stats are Cool (calmness), Hard (intimidation), Hot (attractiveness), Sharp (violence), and Weird (psychic). So, word for the wise, this game is not G-rated, for all that many of the successors are.
The Apocalypse World Engine is a significant adjustment to players and GMs who are used to a more "traditional" game like D&D, or a more typical GM-player relationship. This system places a much larger share of the creative burden on the players, shared much more equally with the GM. I can see where some GMs or some players wouldn't enjoy that split of responsibilities. If you're looking to run Apocalypse World for a group you know, it would be best to get a good gauge of your players' comfort level with taking on more of the worldbuilding.
One of the things that really caught my attention in this edition is the Harm countdown clock on each playbook. It's a simplified clock, with segments from 12-3, 3-6, 6-9, 9-10, 10-11, 11-12. As you take more damage, those segments get slimmer and slimmer, increasing the drama of the fight. When the Harm countdown is maxed, "life becomes untenable", and that player can choose to come back minus a limb, plus some Weird (psychic), as another playbook completely, or to just die. This is such a unique way of tracking damage, like a literal countdown on your life, and I think it's extraordinarily well-suited to that gritty tone of Apocalypse World specifically. Given the sheer number of imitators, it's hard to say that much of Apocalypse World is still truly unique, but it would be impossible to say that it wasn't and hasn't been groundbreaking.
contributed by Jennifer Adcock