Something's wrong with the world and I don't know what it is.
It used to be better, of course it did. In the golden age of legend, when there was enough to eat and enough hope, when there was one nation under god and people could lift their eyes and see beyond the horizon, beyond the day. Children were born happy and grew up rich.
Now, that's not what we've go. Now we've got this. Hardholders stand against the screaming elements and all comers, keeping safe as many as they can. Angels and savvyheads run constant battle against there's not enough and bullets fly and everything breaks. Hocuses gather people around them, and are they protectors, saviors, visionaries, or just wishful thinkers? Choppers, gunluggers, and battlebabes carve out what they can and defend it with blood and bullets. Drivers search and scavenge, looking for that opportunity, that one perfect change. Skinners and the maestro d' remember beauty, or invent beauty anew, cup it in their hands and whisper come and see, and don't worry now what it will cost you. And brainers, oh, brainers see what none of the rest of us will: the world's psychic maelstrom, the terrible desperation and hate pressing in at the edge of all perception, it is the world now.
And you, who are you? This is what we've got, yes. What are you going to make of it?
It can be very difficult to figure out how to make a given genre work, long-term, for RPGs. The traditional swords-and-sorcery fantasy and superhero genres are rare in that they lend themselves to this sort of thing. Apocalypse World managed to make post-apocalyptic genre campaigns work this way by making worldbuilding the first part of play, an interactive process. It is not unique, or first, in the use of this innovation. It is, however, among the best.
It also makes the game more explicitly and frictionlessly about collaborative storytelling than any other RPG I've encountered, and I have more game books for more different games than most game stores these days. I was skeptical, at first, of any system that basically restricts dice rolls in the game mechanics to the players, apparently relegating NPCs necessarily to the roles of third-class citizens of the game (while one of the most rewarding parts of a good campaign can be an excellent second-class citizen NPC or two), but I find that the particular quirks of this game system actually help highlight the significance of NPCs that step into the limelight, especially when one starts applying the rules for PC-to-PC interaction to (only the most important) NPCs with a light touch from time to time.
The thing that most blew me away about the design of this game, though, was the way the system handles character actions, and provides guidance (not strict instructions) for how to deal with the in-game effects of success and failure. It makes the resolution of conflict and uncertainty feel dynamic, lends good tension to a scene, and keeps things moving at a brisk pace. Everything basically takes only as long as everyone wants to spend describing the consensus reality of the game world. The rules are light, flexible, and easy to remember and apply. The book includes explicit reminders that destroying what makes a PC cool is bad, and it provides plenty of guidance for how to make failures significant while keeping the action fun.
One of the key innovations of Apocalypse World is the way it defines character capabilities. It's not so much about the specific strengths and skills the person has as innate abilities. Instead, it's about the kinds of outcomes a person is good at achieving, and the flavor for how the character achieves those outcomes is left up to character concept and collaborative description. Your rolls determine the general scope and magnitude of what one achieves, or of how badly awry things might go, but leaves the determination of what actually happens to reach those results up to the conversation between participants in gameplay.
It's brilliant, and I have found it difficult to let myself get drawn into any game other than Apocalypse World, games based on its system (Powered By The Apocalypse in the parlance of that community, but in my case particularly those that stick to the above-described use of the system, or can be easily ported to the basic Apocalypse World rules themselves), and one other game I first encountered this year called Dread.
I have, in fact, started porting ongoing Pathfinder RPG games to adjusted Apocalypse World rules, rather than continue with the much more burdensome systems under which those long-running campaigns were first launched.
The Bakers have changed my gaming life (via the agency of the missus, who got in on the ground floor with the 2nd Edition crowdfunding campaign).
Disclaimer: I Kickstarted this edition, but haven't actually had (or rather, made) the opportunity to play it yet. YMMV in actual usage.
That said, this has got to be close to the gold standard for RPG rulebooks. It's smoothly readable and well-formatted, with just enough personality to be interesting but not so much that affectation obscures the actual content. It has enough redundancy that you don't have need to hunt for important information, but (albeit just barely) not so much that reading becomes a slog as repetition piles up. The organization supports quick pick-up and play for those who want to have fun with pen-and-paper RPGs without needing to read and internalize a textbook's worth of rules before they begin. The size is reasonable, the art style is evocative, and the production values are high enough that the paperback volume stands up to some rough handling. And that's without even going into the extras: the discussion and supplemental materials at the end of the book, once the rules are out of the way. The designer clearly put a lot of thought into this one, and it shows in every aspect of both the physical product and the content.
If you're into RPGs at all, especially gritty post-apocalypic SF, this one is strongly recommended.
After being a fan of PbtA (Powered by the Apocalypse, games modified from Apocalypse World base rules) for some time, I finally decided to go to the source. Admittedly, I could have gone even further back and read 1st edition, but I felt satisfied with this book.
The best part of the book is the chapter on running the first game session. I feel it prepares the game master well for getting things started.
There was a lot in this book I didn't care for, but I feel confident that was primarily a matter of personal taste. The book's bigger shortcomings are merely being outdated by work done on the PbtA community since its publishing (for which it cannot be held responsible). For example, its explanation of the structure of PbtA moves is vastly improved upon by the work of Brandon Leon Gambetta.
Though I don't think this game is good me, I am considering using elements from it art my own game table.
I have read quite a few Roleplaying games and did not think there was one that could teach me anything. I was wrong. Apocalypse world showed me ways to run a game that are useful in other systems. It also gave a whole new view of Character relationships. Probably the most useful game I have read in the past 10 years. Definite masterpiece for me.
Honestly, I don't know if I'll ever run Apocalypse World. I'd love to play in a one-shot or maybe even a series of games, but I don't think it's the kind of game I really want to run, just in terms of what interests me in terms of genre and storytelling. It asks interesting questions and puts characters in interesting spots, and I think it's awesome for that--but it's something I'd rather play in than run. Not sure if I can articulate it any better than that. But that said, I think Apocalypse World is one of the most important games I've read, and sections of it should probably be required reading for all GMs, regardless of whether they are ever going to run it, regardless of which side of the (manufactured) story-game vs. OSR divide, or what-freaking-ever. I think there's good food for thought in here about what running a game looks like, what the role of the GM/MC should be, and--for game designers--how to write about running a game in a way that's true to the genre and gives GM the information they actually need, as opposed to assuming what they do or do not know.
Apocalypse World is also an enjoyable read, though at times can feel a bit grueling because the voice is so consistent (it took me a while to get through for that reason). But even that is something different than we usually see in the traditional RPGs--the game being written in a "voice," in a way that drives home the exact feel you're trying to achieve. I'm not talking here about the sidebars written by famous wizards or what-the-fuck, but rather the whole book is written in a way that points the reader toward the tone and genre. It's really kind of remarkable in a lot of ways.
Haven’t played, but read the whole book with the Burned Over supplement in case I ever do. I also got some good ideas to pull into other PbtA games I currently play. Burned Over stuff definitely sounds better for me than just the book. I do have a complaint about weapons though: seems to me that homemade weapons and especially bows and arrows have been overlooked. In my game I’d have to include those. Firearms don’t last forever and are much harder to make without industrial infrastructure.
I also kind of wish there was more freedom or mechanics to include what caused the apocalypse. The psychic maelstrom is cool, but I feel like it would be more interesting if there was more to the apocalypse itself. Zombies? Virus? Toxic waste? Nuclear explosion? Massive volcanic eruptions or other natural disasters? I don’t know that I’m all that interested in gangs running around fighting each other. Mad Max is fun, but I’m not sure I would care to play a campaign of it. Having characters learning to survive in the apocalypse and avoiding (or fighting) whatever caused it, or maybe trying to fix it, something like that - that kind of story sounds more interesting to me, and this game isn’t really set up for that.
An overall excellent book, one I can totally understand how it influenced so many others into an entire subgenre. I've played a couple PbtA games before, but not this one yet, and never as a GM/MC, so I'm curious to see how this differs between reading and actually playing it. Certain parts like the threat maps I plan on taking and using in other games I'm hosting as well, which says something about the effectiveness of the book so far. I'll have to skim through it again and bookmark certain parts for when our campaign actually starts, but for now I'm optimistic it will work out well under this system.
Honestly, it's pretty clunky by modern game design standards, but it's easy to see the diamond in all that apocalyptic rust. The tabletop world today would look very different without this book. I don't know that I ever want to play AP itself (not that I'd turn you down if you offered) but pbta is my very favorite game system, so I'm much obliged to this book.
This sounds so fantastic! I desperately want to play someday - hopefully, I can catch some streams on Twitch, learn more, and then find a very nice MC to pat me on the back and guide my journey onwards. It just seems so fantastic. Definitely going to watch Mad Max for the umpteenth time after reading this.
Simultaneously informal, technical, and drenched in apocalyptica—with *superb* examples of play and the mindset of the MC. Not only is it rules; it’s prep.
Plus, the Battlebabe hook is a work of art in and of itself.