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Apocalypse World and the FKR

Tonight, I spent a lot of time getting rid of moves, +stat rolls (I either change the targets to fit the most likely bonus a PC would have, typically their moves rely on their main stat which is +2, so that make the range 4- Miss, 5-7 Partial Success, 8+ Full Success), +Hx values (the descriptions are self-explanatory) and turning the least interesting moves (those that just give you an alternative stat for some moves or a straight-up bonus) into traits that go alongside your playbook's name as further flavor. The MC stuff didn't really need any change, I just ignored the PC moves list. What took some brain-scratching were the sex moves as they're both flavorful and tied to the Hx mechanics - I want the former but not the latter.

I copied text from the Playbooks & MC Moves sheets, which are available for free on Apocalypse World.com, so I figure this is OK to share. Vincent, if you're reading this (hi, I love your stuff!) and are unhappy with that, let me know and I'll take the link off.

What I'm wondering is, basically: does AW still work with a strict "Worlds, not Rules" approach? Like, no hard/automated rules, just referee adjudication based on the principles of play (what the fiction demands!) and the occasional 2d6 vs 2d6 or vs TN roll. If you can have PCs endure about 6-harm, I think. Past 3-harm you're in the danger zone.

I don't know when I'll get an opportunity to try this out. I am running a post-apocalypse game at the moment and will probably steal a lot of the MC stuff, though the framework is closer to Gamma World or Mutant Future than Apocalypse World. So if you're interested in experimenting with this approach, I'd love to hear about how it goes for you. Hopefully I can find some people to try this extremely niche idea with and see how it goes.

That is all.

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