So, it's my first time MCing Apocalypse World and I figure, well, the best way to get the players (particularly MY players) pumped for the session is to give them some input in what this whole thing is about.
I had asked them all beforehand what playbooks they were interested in, so I knew what to print. My sister knew she wanted to be the Hardholder from the second I told her about them, my mom wasn't sure between Angel or Savvyhead, and my brother wanted to look through a whopping 4 playbooks (Chopper, Hocus, Gunlugger, and Driver.)
We ended up with Orchid the Hardholder, Grey the Angel, and Omosho the Hocus.
But before we even get to character creation, as I'm handing out the playbooks, I say "Alright, guys, here are the playbooks you were interested in. Look through 'em, but keep this at the back of your head- before we start, I want you each to give me one or two things that are different in the world now than they used to be. A way things are done, or a literal change to the way the world actually works as a whole."
This yielded amazing results, for me- my brother decided "Well, there's spores. They go off every morning in the summer, and effect everyone differently when they breathe them in." and then my mom added on "Yeah, everyone went underground at some point. The spores have changed everything, warped the way the world grows. Up until about 5 years ago we didn't know it was safe to come up, so we've just been hiding in our caves until then."
The group decided to change it to 7 years, and that we'd start out in the summer, because that's when Omosho goes down into the holding. My brother wanted a reason he could have his weird cult make people uneasy.
This left me wholly excited- But that also meant I had to decide what happens when people breathe in the spores, or let them touch their skin. And of COURSE I decided "they effect everyone differently" meant I was going to go through the most complicated, convoluted route I could possibly imagine.
So, the way it works is this- you've got to roll+weird (I quickly determined the spores were a part of the maelstrom. A way that the maelstrom kind of makes itself physical. For now I'm working off the vague idea that it's got a desire to be real, but all it knows of living is emotions, the things humans give it when they enter.) Depending on how well the player rolls, they get to pick options from a list- some of which providing "there are no long-term harmful side effects" and "there's some positive side effect," ect.
So for what the effects actually ARE, there are three categories. Positive, Neutral, and Negative. Each category has 6 columns, and under each column is 6 different options. The idea was, "oh, it'd be cool to go off the two-dice theme to figure out what you get. You'll roll 2, and the first die will be the column while the second is the option under that column."
Which, with 3 different categories, meant making 108 different effects altogether. GREAT.
My players were enthusiastic about how cool this was, so I can't really COMPLAIN, but it turned out to be a lot more work for me than I thought it would be.
I've nearly filled out the Negative and Neutral categories, but unfortunately Positive is a little harder to come by. Partly on the fact that I can imagine SO many things that could go wrong, but also it's hard to try and figure out what sort of positive effects wouldn't be overpowered or too similar to moves already present in other's playbooks, for instance. I might do a writeup of all the stuff I've got so far at some point, but for now I thought I'd just ask if anyone's got some good ideas for some effects the spores might have!
They can be physical (there's one NPC that's literally rotting. They thought he was immune, but it's too late to easily stop it now) or mental (there's one effect that is basically "pick a thing, you now mark experience when you go out of your way or against your own interests to protect or better this thing. Work under the impression that you've got a feeling it's more important than everything else, somehow.")
So, yeah, if anyone's got ideas, this is the basic idea I've been using to categorize effects:
Positive = Something good for the player or the character. Could be a new move, experience, or a boost to a certain roll. It can have a little bit of a "bad" effect, but if it does it shouldn't be a mechanical one (unless it's a new move under what happens if they fail, of course), and should be overall basically good for the character.
Neutral = Neutral can be a few things. It can be things that can end in good and bad results (maybe you get some new information, but you also take harm, things like that.) It can be that the effect literally doesn't do anything that effects the character in a good or bad way, like your hair starting to fall out or something. Or it could be something that's definitely bad, but won't actually effect the character for a long, long time, so it might as well not matter for now.
Negative = Something undoubtedly negative, with little to no good side to it. Skin peeling off, prone to seizures, can't stop puking their guts out when they're in the presence of something specific, things like that. There's one in particular I REALLY like, goes something like "Your skin feels itchy. Won't stop, even when you tear out the skin. At the start of the session roll+cool. On a 10+ you keep from scratching and can ignore it. On a 7-9, you keep from scratching too badly, for now (in which case I will periodically ask them to roll again throughout the session.) On a miss, you couldn't help it, you tear out bits of your skin wherever it itches most. Take 1 harm."
Anyone have any suggestions? Or just comments about this whole thing? Thanks!