, 10 tweets, 3 min read Read on Twitter
Been running #ApocalypseWorld for 2 mo.

While I like the game a lot, I'm finding the system itself challenging, coming from a #MasksRPG background.

(this thread is long!)
The basic moves are...both complicated and simple. They give me ability to do what I want, but there aren't really any fail-condition suggestions, and it doesn't steer me toward anything, so I find myself floundering.
I'm having trouble with stakes, because it feels like it's only built for physical fallout?

By nature of our group's style, emotional fallout is far more valuable, which means I'm kind of toothless in terms of consequences.
Having basically 3 different move sheet is really unwieldy for me. I've mostly thrown out the vehicle rules, because the whole game is centered around an 18 wheeler, and it got way too cumbersome, but even then.

Not sure how to sort this.
I LOVE the playbooks. Flat out. But I have the same problem with the playbook moves I do the basic moves-- they don't really pull me toward ways to twist them if there are failures, or even partial successes.
Also, since I do come from Masks, I'm biased toward playbooks being the story you want to tell, more than a character type. I find the playbook moves in this don't so much carry through a story arc as give cool powers. Which is fine, but different for me.
The stats are great. They tell me exactly what's happening, and why, and I like the choices.

Overall, I've mostly found myself wishing I had the same setting and playbooks, with a different set of core moves to work from.
So for this coming week, I'm planning on just porting over the #MasksRPG basic moves and conditions. I'll be adding conditions in addition to Harm. They'll be mental effects, Harm will be physical. It's a pretty straight port, so we'll see.
I feel kind of like a traitor, betraying #ApocalypseWorld. But I find I'm tripping over myself trying to run a fluid game. This could be my experience w/ masks more than the AW system, to be fair.

But it comes down to wanting to run the story we're trying to tell.
(Oh, and if anyone has tips for how to solve my issues, or ways I'm not getting the rules, or anything similar, let me know!)
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