So, CGS's A|State. What is it, and how can AW be made to bring it to life?
I think A|State was my gateway game into the world of the indy/small game publishers. It got me to the forge, where I was confused. It led me to Burning Wheel, which is my go-to game of choice. It was the stimulii that changed what and how I play rpgs. Problem was, I really wasn't a fan of the system for A|State. Loved, and I mean really loved, and still do love, the setting, but I just couldn't get past that system. I tried NWOD, then BW and then I read AW.
A|State is a post apocalyptic setting. You've got the calamity striking down civilisation in the dim, dark past. You've got all that remains from the Bombardment and the Shift stuck in one place. The City. A circular metropolis of unimaginable size and population, with a sickening level of inequality between the industrialised, hitech and uber-wealthy macrocorps hiding in their shiny, well-protected fortresses. You've got pseudo-Victorian, smog-laden and acid-rain pelted burghs full-to-bursting with the uneducated, unwashed and starving populace all toiling to survive against horrendous odds.
There's no escape from The City, it's outer boundary is a wall of something that disappears any poor bugger who steps into it. There's the Shifted, bizarre mutants and things that appear from nowhere, kill for seemingly for no reason whatsoever, or, more scarily, they may even help you. Lost Places make entire tenements or people, or vehicles just...disappear.
The City is decaying. There's no central authority to maintain or rebuild The City. Anarchy, deprivation and decay are underlying themes of this Hobbesian dystopia. It is AW in a city. An industrialised, anarchic city to be sure, but with just as much misery, depravity, loneliness, want, humanity and weirdness to make it a great fit for AW.
John