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Apocalypse World / Breaking away from the archetypes
« on: January 20, 2015, 02:31:49 AM »
The playbooks are archetypes and they evoke a particular kind of character. Brainers are clinical psychics, Hocus are holymen, and Skinners (in my experience, 4/5) are wandering musicians. The game is all about intepretation of vague but solidifying tags, but I don't always get to see much variation. Savvyheads are machinists who build robots and waterpurifiers whose advanced technology is indistinguishable from magic, what if it was played as just magic? An alchemist who creates humonculi by reaching through realities fraying edge and their controlled growing environment.
I've toyed with the idea of a Brainer artist whose brain relay are murals based on the area/close tag and enjoys taking receptivity drugs with guests in their studio abode. Take artful and gracious later on and we have a budding celebrity who has some captivating and cerebral work. But it does completely ignore the high tech tag on the brain relay. For the MC's in the house, is that taking too many liberties with character creation?
Would anyone on here like to share their more unconventional characters or idea they've kept on the back burner?
I've toyed with the idea of a Brainer artist whose brain relay are murals based on the area/close tag and enjoys taking receptivity drugs with guests in their studio abode. Take artful and gracious later on and we have a budding celebrity who has some captivating and cerebral work. But it does completely ignore the high tech tag on the brain relay. For the MC's in the house, is that taking too many liberties with character creation?
Would anyone on here like to share their more unconventional characters or idea they've kept on the back burner?