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thoughts on Apocalypse World?
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<blockquote data-quote="Numidius" data-source="post: 8412258" data-attributes="member: 6972053"><p>Vincent Baker on AW's structure: </p><p></p><p>Apocalypse World is designed in concentric layers, like an onion.</p><p></p><p>The innermost core is the structured conversation: you say what your characters do. The MC, following their agenda and principles, says what happens, and asks you what your characters do next. The next layer out builds on the conversation by adding core systems: stats, dice, basic moves, harm, improvement, MC moves, maybe some setting elements like the world’s psychic maelstrom. The next layer elaborates on the core systems by adding playbooks, with all their character moves, gear, and additional systems; and threats, with their types, impulses, moves, fronts, and maps. The outermost layer is even optional: it’s for your custom moves, your non-core playbooks, your MC experiments, stuff that doesn’t even appear in the book. </p><p></p><p>A crucial feature of Apocalypse World’s design is that these layers are designed to collapse gracefully inward:</p><p></p><p>Forget the peripheral harm moves? That’s cool. You’re missing out, but the rules for harm have got you covered. Forget the rules for harm? that’s cool. You’re missing out, but the basic moves have got you covered. Just describe the splattering blood and let the moves handle the rest. Forget the basic moves? That’s cool. You’re missing out, but just remember that 10+ = hooray, 7-9 = mixed, and 6- = something worse happens.Don’t even feel like rolling the dice? Fair enough. You’re missing out, but the conversational structure still works. </p><p></p><p>Or:</p><p></p><p>Don’t want to make custom moves and countdowns for your threats all the time? That’s cool. You’re missing out, but the threat types, impulses, and threat moves have got you covered. Don’t want to even write up your fronts and threats? That’s cool. You’re missing out, but your MC moves have got you covered. Forget your MC moves? That’s cool. You’re missing out, but as long as you remember your agenda and most of your principles and what to always say, you’ll be okay. </p><p></p><p></p><p>[URL unfurl="true"]https://lumpley.games/2019/12/30/powered-by-the-apocalypse-part-1/[/URL]</p></blockquote><p></p>
[QUOTE="Numidius, post: 8412258, member: 6972053"] Vincent Baker on AW's structure: Apocalypse World is designed in concentric layers, like an onion. The innermost core is the structured conversation: you say what your characters do. The MC, following their agenda and principles, says what happens, and asks you what your characters do next. The next layer out builds on the conversation by adding core systems: stats, dice, basic moves, harm, improvement, MC moves, maybe some setting elements like the world’s psychic maelstrom. The next layer elaborates on the core systems by adding playbooks, with all their character moves, gear, and additional systems; and threats, with their types, impulses, moves, fronts, and maps. The outermost layer is even optional: it’s for your custom moves, your non-core playbooks, your MC experiments, stuff that doesn’t even appear in the book. A crucial feature of Apocalypse World’s design is that these layers are designed to collapse gracefully inward: Forget the peripheral harm moves? That’s cool. You’re missing out, but the rules for harm have got you covered. Forget the rules for harm? that’s cool. You’re missing out, but the basic moves have got you covered. Just describe the splattering blood and let the moves handle the rest. Forget the basic moves? That’s cool. You’re missing out, but just remember that 10+ = hooray, 7-9 = mixed, and 6- = something worse happens.Don’t even feel like rolling the dice? Fair enough. You’re missing out, but the conversational structure still works. Or: Don’t want to make custom moves and countdowns for your threats all the time? That’s cool. You’re missing out, but the threat types, impulses, and threat moves have got you covered. Don’t want to even write up your fronts and threats? That’s cool. You’re missing out, but your MC moves have got you covered. Forget your MC moves? That’s cool. You’re missing out, but as long as you remember your agenda and most of your principles and what to always say, you’ll be okay. [URL unfurl="true"]https://lumpley.games/2019/12/30/powered-by-the-apocalypse-part-1/[/URL] [/QUOTE]
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