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Apocalypse World

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Thread replies: 62
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Thoughts on 2ed?
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I think the added granularity to the combat rules is a good choice, although it does complicate things I think the different approaches it allows for are a benefit overall.

I like the fact that there's now a cost to living, it means the characters have a constant resource drain to deal with which feels genre appropriate.

The removal of the Operator seems like a good move since they didn't really have anything unique about them to begin with.

In summary it's much of the same but they've improved in a few places, if you didn't like the game before then you won't now but if you did then you'll probably be happy.
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>>49772619
I don't know, I never found the combat needed granularity especially much due to how fast and brutal it was.

What are the new cost to living rules? First ed. had them already as you had a 1 barter deduction each month.

I'm more looking forward to the new vehicle rules, as I felt that vehicles before were in a weird space where their stats didn't really matter except for when a character had one specific move.
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>>49772113
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I don't really like the revamped sodomy rules. Grappling is such a hassle now, so much so that it reminds me of FATAL.

On the other hand, the new stat selection gimmick makes it easy to add some quick and dirty skill checks when you want to sodomise something or someone.
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>>49773962
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>>49773984
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>>49774025
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>>49774175
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>>49774210
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>>49774228
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>>49773945
>I don't know, I never found the combat needed granularity especially much due to how fast and brutal it was.
well yes but the existing moves felt a bit weird for big brawls, chases, that sort of thing, so this edition has moves for that now which means you don't have to stretch the definitions of seize by force and go aggro in order to make them apply
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>>49774248
SODOMIZED
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>>49774283
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>>49774298
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>>49774316
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>>49774332
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>>49774342
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>>49774362
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>>49773969
>>49774283
what's your obsession with sodomy?
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>>49774378
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>>49774381
SODOMY SODOYOURS SODOALL
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>>49774417
fair enough, you've won me over
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>>49774417
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>>49774427
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>>49774449
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So what are people's favourite playbooks in AW?

Mine's probably the Skinner, I usually play the party face and it's moves let me get a lot of hold on a lot of NPCs quickly, and you're bad at direct conflict so you need to use that hold in order to survive, which means you're constantly winning people over and then figuring out how to worm your way out of problems using the allies you have, which is how it should feel to be that type of manipulative character.
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>>49774465
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>>49774481
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>>49772113
2ed is already out? What about the fantasy version?
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>>49774492
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>>49774470
I rly like Faceless.
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>>49774509
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>>49773984
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>>49774470
Hocus here
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>>49774560
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>>49774470
https://www.youtube.com/watch?v=EhkMETfp4k0

This is how I Skinner
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>>49774470
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>>49774931
Useful

http://nerdwerds.blogspot.rs/2012/12/all-of-playbooks.html
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>>49774945
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>>49774965
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>>49774980
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>>49774470
I enjoy playing the Chopper the most. It adds a pretty unpredictable and complicated violence to the game, lots of string to attach, leverage, and have go wrong. The gang is super useful when working well, interesting and fun when dysfunctional.

Battlebabe was dope for trying to get as many things under going aggro as possible and rolling cool for it. Just always take Ice Cold.

I only got to play a brainer once. Violation Glove is cash tho.
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I'm going to start running apocalypse world in the next few weeks. I've never played it before. What should I know beforehand? What should I expect? How should I prepare for the first session? And is 2 players too few?
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>>49776191
Make sure you understand how the moves work, yours and theirs.

Print off the basic playbooks and let them pick what seems cool to them. 2 players is workable, but more is better.

Have a rough map of the area, based on a place you know well. Then fuck it up with some apocalyptic events. Don't plan too much, just make a few different competing groups, a few temperaments and names.

Have the players go through character creation and Hx, then have them go through a regular day in their lives. Regular days after the apocalypse are messed up and weird.

Expect some confusion about moves. They work better when people describe what they're doing, and then you figure out if its a thing that has to be rolled for.

Don't roll for things are aren't important. Just let them catch the fish, or find a car, or whatever, but complicate it. The fish has a parasite in it that tries to eat their arm, the car use to belong to the local gang leader's dead dad, stuff like that.

Print out the 1st session sheets and go over them.

Have snacks.
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>>49776433
Great advice, thank you. I do have a follow-up question. Is a map really the best idea? What if the players choose driver and chopper and we play the game on an open road? What if a player chooses hard holder and the hold they describe doesn't work with the planned map? Wouldn't it be better just to have a threat map to start, and then make a map after the first session if it becomes relevant?
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>>49776891
The map should be pretty sparse. Some themes you like so you've got stuff to work with that's interesting to you, bits of a place you know so you can zoom in on details, that's about it. If they want to be hell on wheels zoom the map out, make it a road-map. If they want a holding, fit it in, ask 'when did X cede you this spot, what does Y think of it, why did Z try to burn it down?'. Don't put too much in, leave space for their ideas and what comes out of the first session. You can always make the map bigger, or change stuff on it. Its a post apocalypse, if something doesn't work, blow it up, ask the characters where they were when it happened and why someone thinks they're responsible.
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>>49776433
>>49777031
>telling someone to make a map before first session, populate it with Threats, and come up with the themes for the game before that playbooks are even picked

I am disappoint, anon. You should read the First Session part of the book again.

>>49776891
Go in with a blank sheet of paper and a head full of ideas, anon. Two tips from several campaigns' worth of AW First Sessions
1) Very first thing, give everyone a piece of paper and one minute to write down something they want to see, and something they don't. What they give you back gives you directions on how to ask more questions and build on the answers. If they say they want family dynamics, and not Mad Max wasteland, go with it. Make a Threat that's a family, or wants to destroy families, or is a PC's family, or wants a PC to join their family. Think about what the world looks like if it's not brown sand: Is it lush with untended plants? Is there pounding rain day and night? Is everything eerily the same as it was in the Golden Age, with hot food still steaming on plates, waiting for people to return even though it seems like they all disappeared one day in the middle of their lives?

2) If you hit a dead space in the first session, where you don't know what to do or where to go, pull a random name from the book, turn to a random player, and ask, "Why did you fuck over X, and how did you do it?"
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>>49777743
yeah did dawg, nothing there that says 'don't make a map'. Section before that says 'make maps like crazy'

I get what you mean, but choosing a name from a list before hand, or at the time is moot. Picking a trailer park, a broken boat, and then asking questions and drawing a map seems legit to me. But we can badwrongfun it you want.
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>>49777895
oh (you)
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>>49777895
And autismo found the thread, fucking great.
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>>49777895
But everyone knows Dungeon World is a bad Apocalypse World hack.
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>>49778031
Only tangentially related but has anyone tried the beta for the Dark Age hack they were putting together?

It looked a lot more interesting than dw.
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>>49778148
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>>49778179
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>>49778214
And that's all I got for it. Basically enough to put together a game, but haven't gotten around to it.
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>>49778031

Nah, it's a decent AW hack.
Bad ones exist, like that one supers game that was all "+1 to this, +1 to that" and shit. Those guys REALLY didn't get how AW works.
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>>49778031
I disagree. It is focused towards 'players vs world', so the focus is different than AW, but it IS an excellent entry-level D&D-like game.
Begginners are TOLD what to do (Ok, so I'm a cleric, and I get XP whenever I cousel somenone? I'll be couseling like a DICK!).
It tell you what to do as a DM, it guides you to roleplay your character in simple ways. Just by reading the manual, you get the subtext of what a DM is supposed to do.
Just by playing, you get an idea of what a character is supposed to do.
I think it's an excellent game, enjoyable and with a high prep-to-play ratio (as most PbtAW).
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>>49779248

Yeah, I feel like the folks who say it's a bad hack haven't played any of the really dire ones that are out there.
I'd put DW in the second tier of AW hacks myself. It's not as brilliant as a top tier game like, say, Monsterhearts, but it does what it does pretty smoothly. It's also way more accessible and better written than most hacks, especially AW itself, which is pretty hard to parse, and doesn't explain itself all that well.
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Haven't really dissected the new moves yet but I like that there's a Three Dog class now, that's cool. What's the deal with the Operator getting dropped?
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>>49781110
Operator's didn't really have much going for them in terms of unique features since the other playbooks can also get jobs to work in downtime, they also had the issue of their main focus taking place 'off screen' and therefore not being as interesting, stat wise they were also a bit weird since the fluff would indicate a combat class but their best stat was sharp and the other were mediocre
Thread posts: 62
Thread images: 40


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