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Apocalypse World / My playbook - need help
« on: June 18, 2015, 07:26:26 PM »
Hey everyone,
I have an interesting campaign running this summer. By ‘interesting’ I mean that I have twelve players, many of which, have full real lives (meaning that showing up to a session every week is difficult for some. My solution? Get as many players as I could and use ‘tears’ in game to explain away why one character that was there the session before has been replaced with a new one. Fun part is: all characters go through the ‘tears’(they aren’t actually tears- I just can’t think of a better word) whether they show up to next session or not. And they get ‘randomly’ placed somewhere on the map (there is a narrative that makes all of this make sense but I won’t waste too much time on that). Point is this - the narrative must always be moving forward, and certain systems within AW can slow things down (and some things are changed to make things easier on first time tabletop gamers). AW is awesome as is but some things needed to be changed for this situation. Assume everything that isn’t changed in here remains the same as in the original playbook.
Give me your thoughts, opinions, changes, all in all just tell me if any of this 'broke' the game or if you have suggestions.
-jack
https://docs.google.com/document/d/1efaOsLYh5U68iVFAHDLYTod9_xilKWsjyZoESdbpAvE/edit?usp=sharing
I have an interesting campaign running this summer. By ‘interesting’ I mean that I have twelve players, many of which, have full real lives (meaning that showing up to a session every week is difficult for some. My solution? Get as many players as I could and use ‘tears’ in game to explain away why one character that was there the session before has been replaced with a new one. Fun part is: all characters go through the ‘tears’(they aren’t actually tears- I just can’t think of a better word) whether they show up to next session or not. And they get ‘randomly’ placed somewhere on the map (there is a narrative that makes all of this make sense but I won’t waste too much time on that). Point is this - the narrative must always be moving forward, and certain systems within AW can slow things down (and some things are changed to make things easier on first time tabletop gamers). AW is awesome as is but some things needed to be changed for this situation. Assume everything that isn’t changed in here remains the same as in the original playbook.
Give me your thoughts, opinions, changes, all in all just tell me if any of this 'broke' the game or if you have suggestions.
-jack
https://docs.google.com/document/d/1efaOsLYh5U68iVFAHDLYTod9_xilKWsjyZoESdbpAvE/edit?usp=sharing