1
roleplaying theory, hardcore / Re: Genuinely curious: Why do you like Apocalypse World?
« on: February 19, 2016, 08:03:45 PM »
Here's how I described my like of AW elsewhere; basically, it's exactly the complications that I think are so cool:
--
Most recently I’ve been enjoying Apocalypse World and its offshoots, that forces a very different play-style from more traditional systems. Core mechanic has the players rolling 2d6 and adding a stat that ranges between -3 and +3; the fun thing is that if the outcome is 6 or less, the attempt not only fails, but the GM is also *required* to throw something Bad at the character who attempted the roll. 7-9, the task succeeds but possibly with a complication or a tough choice, and 10+ it goes off perfectly.
This means that gameplay remains… interesting. No more of that “make your roll, you failed, well you can try again I guess”. Rather it’s difficulties and twists galore! Forces the GM to think at their feet, too.
For example, I was once running a Shadowrun game using the AW system. Player characters are in a hotel, being escorted by security to meet with their Mr. Johnson. One of the players declares his character tries to read a sitch, meaning that if he succeeds, he gets to ask me a question about the situation. He fails.
I blink and think. They’re in a hotel, surrounded by security guards. A player just failed his roll big-time, so the rules say I have to come up with something Bad. But what Bad is going to happen in such a safe situation?
I look at my list of NPCs and story seeds I co-created with the players before the game. Then I know! The character who failed his roll, his backstory says that he stole something from a megacorporation and the corp wants it back. One of the security guards has been bribed by another group of shadowrunners, who have been tasked with getting that stolen thing. So suddenly one of the guards tells the character to follow him, because the guard wants to talk with the character privately. To threaten him: the character spills the guts about the stolen artifact, or the guard is going to ruin their upcoming mission by letting the target of their raid know about it in advance.
Things just got a lot more interesting. This led to a whole new side-plot that took up most of the next session, with the blackmailed character being unwilling to tell that to the party leader, the party leader deciding to stay behind in order to eliminate the guard just in case, just when the other group was setting up an ambush on the player characters... none of which would have happened without that one failed roll.
--
Most recently I’ve been enjoying Apocalypse World and its offshoots, that forces a very different play-style from more traditional systems. Core mechanic has the players rolling 2d6 and adding a stat that ranges between -3 and +3; the fun thing is that if the outcome is 6 or less, the attempt not only fails, but the GM is also *required* to throw something Bad at the character who attempted the roll. 7-9, the task succeeds but possibly with a complication or a tough choice, and 10+ it goes off perfectly.
This means that gameplay remains… interesting. No more of that “make your roll, you failed, well you can try again I guess”. Rather it’s difficulties and twists galore! Forces the GM to think at their feet, too.
For example, I was once running a Shadowrun game using the AW system. Player characters are in a hotel, being escorted by security to meet with their Mr. Johnson. One of the players declares his character tries to read a sitch, meaning that if he succeeds, he gets to ask me a question about the situation. He fails.
I blink and think. They’re in a hotel, surrounded by security guards. A player just failed his roll big-time, so the rules say I have to come up with something Bad. But what Bad is going to happen in such a safe situation?
I look at my list of NPCs and story seeds I co-created with the players before the game. Then I know! The character who failed his roll, his backstory says that he stole something from a megacorporation and the corp wants it back. One of the security guards has been bribed by another group of shadowrunners, who have been tasked with getting that stolen thing. So suddenly one of the guards tells the character to follow him, because the guard wants to talk with the character privately. To threaten him: the character spills the guts about the stolen artifact, or the guard is going to ruin their upcoming mission by letting the target of their raid know about it in advance.
Things just got a lot more interesting. This led to a whole new side-plot that took up most of the next session, with the blackmailed character being unwilling to tell that to the party leader, the party leader deciding to stay behind in order to eliminate the guard just in case, just when the other group was setting up an ambush on the player characters... none of which would have happened without that one failed roll.