Well, to be clear. Apocalypse World is more about the people and their stories, who/why/how, then about "adventure". Adventure somewhat assumes that the group are all gathered together for a similar purpose, and all need to do things to push towards that purpose in a very gradual type of way. If you used "adventure" in quotes to acknowledge the difference then ignore this part. :)
My first suggestion. Play in an Apocalypse World game.
You'll be able to see what other people and do and how they do it.
Second suggestion, Do not create a world alone. It is not your job to show them what you've done or let them find what you've hidden. It's your job to make what they are cool, relevant, and interesting. If you've a guy that wants to be a hero, then provide him situations to be a hero, then make the situations complicated with hard moves. If you've got a guy that like to be impulsive and awesome, then give him awesome shit to do, but have ready: reasons doing it impulsively (no read a sitch, maybe?) might've been a bad idea (to use on a miss). Those are cool ways to prep, bad ways are answering all the questions about a person the players haven't met or shaped yet.
THE MAELSTROMI would put one of the MAJOR goals of the first (few) session(s) to define this: "How is your character weird?"
The weird score shouldn't be how weird they are, it should be how much that weirdness helps or hinders them. Everyone should be weird, unique, different, special, what have you. After you know how they're all weird, define the maelstorm privately to yourself. Just one line.
For example:
The maelstrom is the corrupted prophetic memories of the people they've killed or watched die. (haunting/psychological)
The maelstrom is a malevolence in the dark places, watching, hungry. (be afraid of the dark)
The maelstrom is the hopes, dreams, and morals of the golden age creeping in people's hearts. (goodness/weakness)
This is really the definition of what is fantasy about your world. It is that foundation for how your setting.. sets. This is what makes every AW game different then the last. You cannot make this before you meet the cast, you cannot build this on your own and it will take time to define clearly. This is the front that is universal in every game, it matters, somehow. It might be coming to get them, it might be trying to save them form themselves, whatever the case may be--make sure characters are tugged both ways. Its good to be close to it, its bad to be close to it, why? and why? That is will help make the strangeness mean something over a medium/long story. In single shot games, you build this fast, but you still build it with them.
The reason you want to know about the character's weirdness, is you can look at it all together and make something more of it. Begin to theme the visions that oracle sees when she closes her eyes. Bard forth description into the details that genius is assembling together. Make each character interact with the weirdness when they are and when they aren't rolling, but make it "get into them" on a roll, if it hurts or helps? That's for the roll to decide.
NON PLAYER CHARACTERSPersonally, all of my Prep concerns the non player characters. I go out and make images for anyone that stood out. I try to keep a record of the character's opinions of each NPC, and then just add new lines underneath as their opinions change. That way I can clearly see if a non player character needs to interact with another character, or if one of them hasn't formed an opinion, or if the opinions haven't changed in a while. It gives me... sort of an indicator privately on which NPC I should be considering ways to drag into a scene, into someone's heart, or into someone's way.
I'll provide an example:
She is DOLLIA, and none of these character opinions will come from her. What she thinks doesn't really matter, what matters is what other people see her thinking, and what does that mean/entail/invoke. Basically, I know why, generally, she acted that way, but I make sure to define the character by what happened on screen, not silently in my head. This way you can change as needed, adapt to a new situation, or use an old loose thread to string the npc into another relevant conflict.
CHARACTER NAME and then that player character's opinion of herRORYN I trust her with my life, and more.
HAVOC I'm not impressed by her, flinching at my wrath
ASHIVA I saw her happy, she loves Roryn behind his back.
QUIIN I think she cares about her duty, but she looks my way often lately.
RORYN I slept with Winona, she (dollia) seemed to break. I didn't realize until later why.
HAVOC She asked me why violence, I told her, because that's how things are. She feels good.
QUIIN She almost killed me, she murdered Winona, then she dragged me into her lies.
ASHIVA She had something interesting hidden in her room, I took it. (proof of her crime)
RORYN I told her how I felt (he suddenly loved her), and that I must marry another (but they'll never be together).
HAVOC She confessed everything to me, what a mess.
RORYN She's been acting off lately, distracted, emotional. I put her leave, she took it hard.
HAVOC I gave her a job, and I'm teaching her what I know. She tastes good.
HAVOC She want's to see the world, to be free. I want to help her find it.
QUIIN Eh... Why hold a grudge, let's play a game instead. You're my girl on stage.
ASHIVA I looked inside and saw hurt and hate, but she was smiling despite it all.
QUIIN She risked life and limb to save my ass.
HAVOC She and Her keep mixing together, I don't know what I'm feeling
RORYN She told me and I forgave her, but I couldn't go with her and she couldn't go with me.
HAVOC It hurts to lose a friend, but she's deserves a chance to live. I gave her my other bike. Goodbye.
QUIIN She's spectacular in this role, dazzling, a beautiful performance as our final stand.
ASHIVA We took the airship, fighting side by side. She smiled like she was free.
QUIIN I met up with her in Mecho a few weeks after, I asked her to come with me and she said yes. We set our bearings on the horizon, and fly.
Table of Contents:
RORYN hardholder (benevolent tyrant)
QUIIN skinner (playwright)
ASHIVA brainer (creepy observer)
HAVOC gunlugger (delusional hero)
This NPC started as the second in command of the hard-holders guard, and I wrote down a description of her when the game started "She's calculating, quiet, and merciless – because she loves him". One quick line, and everything started from that. You start doing things like this for a dozen, two dozen npcs over the course of a game, you can see all this mini stories starting to form. You can ask yourself questions like... Why did she love him? Why is she quiet? Where does her Hate come from? How did she get this job? etc. The key is not to settle on any of these being predetermined, let the story and the players help shine a light on these things. But thinking about them can help you be quick on your feet should some curve ball come your way.
End-Game Description
BACKGROUND
She was born to a whore-slave, and abused in the worst ways as a child. As she grew so to did the magnitude of the assaults. She was barely a teen when she killed her drunken father with his own gun. She would have been killed for murdering an Guard, but young Roryn begged his father for mercy. Feeling benevolent, his father commanded that the child join the Guard and fulfill to him her father's duty. And so she did. She would serve as the Hearth's first non-pure blooded Guard, and rise again to Commander upon Hardholder's Roryn's ascent to the throne. She would also become known as the first Commander of the Crystal Keep ever be relieved of the position. During this time she learned who she was, saw the world outside the keep, saw horrors and death, but made real friends all the while. She started in chains, rose with weapons, threw them aside for the wind, learned to dance and sing and fly. At the end of all things... Dallia Moore truly found what is was that she always sought, Freedom.
GROUPS: The Guard, Havoc's Crew, Quiin's Crew
This doesn't mean as much alone, but I did this for every npc and every player character. The records were kept online for the roll20 game and all the players could come by and read them. It was rather neat that despite every single PC getting a pretty epic end of the story departure, but all of the main npcs had their stories told in cool ways too. Some were tragic, some were cut short, some had some great irony. The thing was, that nothing ended like it began, so those 8 sessions basically changed the world. That change?
That's the story.
FRONTSYou can look at Fronts as like an on coming storm. A storm hits things on its way to you, it some times hits hard, sometime builds slowly. Think about how you can use or introduce npcs that can show these things to the players. If there is a potential drought, prep a clock (or whatever):
before 3pm: No signs of the drought.
3pm: people in town talk about water a lot, its a thing people are trading around.
6pm: rumours that the farms around the town are failing, people getting anxious
9pm: its damned hot outside, no clouds just the fucking sun. Everyone out there is sweating or hiding in the shade.
10pm: the main well's gone dry, fights are starting to break out over the other water sources. violence then peace, violence death and the peace, violence and destruction, whatever.
11pm: travelers are starting to wander into town, hungry, thirsty, and wanting.
12pm: the last well has gone dry...
That might be example prep. None of that is set in stone, you'll need to prep npcs to bring out this issue and make it relevant to the characters. Make them make hard choices, push the "storm" closer and closer, but give them something to react to at every step. Problems that need to be fixed for the settlement to continue, people that need to be killed, people that need to be saved, however you wanna swing it.