I've read through the playbooks and rules a few times, and am planning on running a game this weekend. It will probably be for a single player which will be interesting...
Anyways, I'm still studying, but here's what's stood out so far:
- It took me a while to really get to the core of what each playbook is and I'm not sure I still really get each one for sure. I think I do after studying every facet of their books, but not sure. I think Apocalypse World walked a line between mystery and clarity on each playbook that was just on the edge of enough familiarity, whereas so far I'm a little bit too much in the mystery column.
- Wicker-wise. I don't like the term. Love the playbook. This might go back to too much mystery. I'm sure it makes sense to some folks. To me it conjures wicker man and maybe wicker patterns, but doesn't really sell me on what the character is or make me want to play it at first glance. And sounds silly.
- Love the Fates. Said that elsewhere. Can't say it enough. I really like how they work into moves and how they fold neatly into the fiction. I love the Fate move of Outlaw Heir. Not sure how often it will come up in play, but it just reads cool. (I may play one just to take that move and try it.)
- I find the way battle has been reworked really interesting. My reading is, depending on the fiction of course, everyone takes their harm when they enter battle. Even if you miss. And then you still get to choose 1 on a miss. My assumption has been that Apocalypse World was set up to make violence a bad choice. I.e. NPCs can pretty much always inflict harm in a conflict in base AW, but PCs can entirely miss. However in Dark Age violence looks like a much more viable choice. That makes it different.
- I really like the experience change on paper. Forces players to do different things. I will like to see how it works.
- Dragon-Herald: I think it's a cool playbook, but I should mention this is another playbook where I was left confused as to what it is exactly. And probably still am. At first I was thinking Skyrim and then it took me awhile to grasp that maybe it was more like Daenerys.
- I am interested to see how the politics and followers work out in game. That said, I think it would be interesting to have a sub-system for war or when your followers fight. I do like the holdings, bounties and wants and the seasons changing. That looks great.
- I like the brief setting, and it seems just enough.
- I like the way magic items are handled for the Troll-Killer. The way they may or may not be useful or magical. I think there's overall quite a lot of room to make the magic real or not. Like Vikings. I think that's a good tone to have.
That's all for now, but I'll post more as I think of them and report back on how the playtest goes.