Sunday, July 22, 2012

Apocalypse World RPG



I finished reading Apocalypse World by D. Vincent Baker of lumpley games a week or so ago. I do want to write review—and I am planning on it—but I wanted to give you some impressions and information now.


Backcover blurb
It used to be better, of course it did. In the golden age of legend, when there was enough to eat and enough hope, when there was one nation under god and people could lift their eyes and see beyond the horizon, beyond the day. Children were born happy and grew up rich. 
Now that's not what we've got. Now we've got this. Hardholders stand against the screaming elements and all comers, keeping safe as many as they can. Angels and savvyheads run constant battle against there's not enough and bullets fly and everything breaks. Hocuses gather people around them, and are they protectors, saviors, visionaries, or just wishful thinkers? Choppers, gunluggers and battlebabes carve out what they can and defend it with blood and bullets. Drivers and operators search and scavenge, looking for that opportunity, that one perfect chance. Skinners remember beauty, or invent beauty anew, cup it in their hands and whisper come and see, and don't worry now about what it will cost you. And brainers, oh, brainers see what none of the rest of us will: the world's psychic maelstrom, the terrible desperation and hate pressing in at the edge of all perception, it is the world now. 
And you, who are you? This is what we'vegot, yes. What are you going to make of it?
It was a great read and I would love to play or even (attempt to) run a campaign. Be warned: This is definitely an "R-rated" game due to violence and lots of sex. It is pretty direct on how to play and run the game. The game also redefines many common terms used in RPGs. These are not bad things in my mind. An odd but interesting thing ... the GM, or, rather, MC (Master of Ceremonies), never rolls the dice ...


I like both the role-playing (taking on the role of a character and pretending to be him) and game (using the mechanics by rolling some dice to resolve uncertainty) aspects of role-playing games. This really made me sit up and pay attention:
All these rules do is mediate the conversation. They kick in when someone says some particular things, and they impose constraints on what everyone should say after. Makes sense, right?
Hell, yes! Baker says "roleplaying is a conversation"; so, rules mediate the conversation. Awesome! By the way, the rules are called moves.


Well, this turned out to be a semi-review ...

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