I'm having the best time playing #ApocalypseWorld twice a month.
The rules feel incredibly open ended but at the same time it is incredibly amenable to WRITING and I think that's important, it hits me right in the creative guts
I've played mostly D&D, some Pathfinder, a few other odd RPGs. Most
As a longtime lover of strategy gaming (everything from Smallworld to Starcraft) I thought tactical combat mechanics were essential, but that wasn't why I put in 1000s of hours doing GM prep--
But the reason I went deep on D&D and games like it was crafting story and worldbuilding.
But that brings me to the problem with those games. I wanted both story AND tactical combat,
7+h prep for one 2-3h session of table play.
For some reason, I've never minded when it was done to me, though.)
Just know that I think explicitly and implicitly setting the tone in a game like this is important.)
I had understood the rulebook enough to know that I shouldn't create much in advance, that the players are equal creators in this world.
I knew about Fronts and Threats, although I had yet to make one,
Until I sat down and reread AW's MC chapters and really understood the tools it gives you.
- scarcity that's driving the bad things that happen;
- what motivations the NPCs and situations have;
- & specific, usable tools like Countdown Clocks that help you SHOW the players that there are stakes.
It took me less than an hour to create an entire Front of 4 of these Threats,