It's been a while since I actually played AW, and I think I've figured out why. While the explosive chaos that the game breeds is fun, I started missing something... calmer, for lack of a better word.
I mean a sense of a more living world, a more functioning society, more stable relations. It can still be full of scarcity and conflict, of course, and apocalyptica, but I long for playing in a world that has some basic stability, which can then be ruptured and brought into crisis, if that's where the game takes us. I just want a change from the gasoline stinking, chainsaw whipping, free-for-all that the game always seems to pull towards.
(Yes, I know there are other games, and I've revisited Solar System for a while, but then I started to miss AW's rules even more! :) )
I can't really see anything in the hard rules that means the world has to burn by the third session, or that your old lieutenants must try to cut your heart out with a chainsaw by the second, but somehow that's what always seems to happen.
One thing I just read, that got me thinking, was a comment about the PCs' gangs and stuff as threats. I've always read that as very real threats against the PCs, and that made playing a leader much less fun for me (turning the hardholder's lieutenants against them is like taking away the driver's cars; fun at some point, but not immediately and constantly, is my feeling). But this comment pointed out that the gang might be a threat against the PCs' enemies, which, strangely, was a new way of thinking to me. But of course, just because they are dangerous and have an agenda doesn't mean that agenda needs to be opposed to the PC's!
Soooo, I wonder if anyone has any more tips on how to think, or thoughts on what makes a game of AW more explosive versus more stable (while still being interesting, but that goes without saying)?
Best,
Simon