Apocalypse World (and games 'powered by' including 'forged in the dark'): Utter
TRASH.
- Why do people make fun of Uncle Gary's "High-Gygaxian" but no one points out Baker's uber-pretentious tone in AW? 'Play to see what happens!" Really? No sh*t. Like everytime anyone anywhere has ever played a game we were ALWAYS playing to see what happened. Baker even out-peacocked White Wolf's narcissistic narrative style
There were things about the prose that annoyed me, and I've spoken freely about them, but annoying prose does not a bad game make. As for "play to find out what happens", the text is pretty clear about what that means, and given the dominant playstyle of the times, it needed to be said.
- The "Let's become BFFLs in a post-apocalyptic hellscape" makes zero sense
I don't recall seeing
that language in the game text, and the game is pretty clear that relationships are about what you can get from someone for now, and things are changing all the time so be on your toes.
- Moves. Tabletop rpgs are really fun because we can play any kind of character in any kind of setting and do just about anything we want as that character. They're simultaneously insane and therapeutic. 'Moves' change how we RP by saying "OK in this situation you can do X or Y or maybe Z but that's it. No you can't do things the other characters can do because your
class playbook limits you to X, Y and maybe Z. The spotlight is now on your character! Everyone is watching! Aaaaaand ACTION!" This is "The Theater Kids RPG". You just read the pre-written lines explained in your Moves and you now get to pretend you're roleplaying. The whole scheme of how the game is designed makes me nauseous.
Well this is just flat out incorrect. You can do anything you want that makes sense in the fiction. But, if what you want to do fits the conditions for a move applying, then the move applies and you must resolve it.
Given your incorrect takes on the game, I can see why you hated it.
FATE (all of it): this one's already been jabbed at above and is trash in all its forms. Sure, it's an rpg but the rules lack real definition. This game. If someone told me they had a set of house-rules for playing
Risus, I would immediately think "FATE".
I've had great fun with Fate but it does take a savvy GM to make it sing. So yeah that game has some failings. Nowhere near enough to put it at the bottom of my list though.
Burning Wheel: IF tabletop role-playing is all about the exploration of character depth rather than combat and dice why do you need SIX-HUNDRED PAGES to explain what roleplaying is? Wait I know: you need room to explain how the d6 dice pools provide notes on my acting. Yeah I get it.
I haven't played or read Burning Wheel, but I have played Torchbearer 2, which uses the same general game engine, and which I consider a pretty amazingly-designed game system—for a very limited audience. It too has a large page count, but it also has
very large type. I had a few minor quibbles about the rules, and several serious quibbles about the organization of the text and difficulty of finding rules when needed, but I thought the game engine was amazing for its stated purposes. All of the crunch was there for good reason, and part of my enjoyment of the game was starting with a low understanding of how it worked, but how beautifully that became clear through play. If my GM proposed Mouse Guard or Burning Wheel I'd definitely be interested.