Jun
9
2010
Thank you, everybody! You’ve been as helpful as I could ever have asked.
This blog is closed. I’ll keep it here as a record, but I’m not going to post here anymore.
The conversation continues over here, and you’re all very much invited:
http://apocalypse-world.com/forums/
See you there!
no comments | posted in MC: what you say
Mar
31
2010
So I have about 20 10 3 1 no copies of the preview book left. Thanks everybody!
39 comments | posted in out-of-game
Mar
19
2010

It’s the GameStorm preview version of the MC playbook.
19 comments | posted in MC: what you say
Mar
10
2010
Inspired by a complaint from Steve S.’s group:
rattled (was shattered)
-1cool
+1 read a sitch
wounded (was crippled)
-1hard
+1 ??? (read a person?)
disfigured
-1hot
+1 go aggro
broken
-1sharp
+1 open your brain
That seems pretty excellent to me (pending dealing with some ???s). Any thoughts?
9 comments | posted in MC: what you say
Mar
4
2010
Gigantic thanks to everyone who’s pointed out typos, mistakes and inconsistencies in the character playbooks, both here and in email. You rule.
5 comments | posted in MC: what you say
Feb
25
2010
lumpley.com/apocalypse/
Check ‘em out.
Notable changes:
1. Foldable layout.
2. Utterly new Hx rules.
3. Savvyhead workspaces.
4. New battlebabe moves.
Maybe more but those are off the top of my head.
For those of you in ongoing games with the old character playbooks … I dunno. Keep going if you like, switch if you want to switch!
Questions and comments welcome as always. Oh and if you spot typos and errors, tell me!
Edit: I’ve also just put up a version that’s all half-letter and vertical, so you don’t have to tip your head back and forth to read them onscreen. Right now it’s just a chunk out of the in-progress MC playbook, but eventually I’ll replace it with a genuine players’ refbook.
Edit Again: And one more slight but intense revision to the Battlebabe. How’s THAT, DWeird?
53 comments | posted in MC: what you say
Jan
12
2010
I think of Apocalypse World’s standard rules as the smallest possible sufficient set. You can play the game with only the basic moves, plus the character-specific moves and gear etc. from the character playbooks; that set of rules is sufficient. If you like, though, you can play with ever-larger sets: the optional battle moves, the optional barter moves, and custom threat moves to start; custom scenario moves if you’re scenerio-ing; global custom moves, adapted character moves, new character moves; whole new character playbooks; even full-scale adaptations with new settings and a new set of characters altogether.
Now, when you’re the MC, your job is to:
- Make Apocalypse World seem real.
- Make the characters’ lives not boring.
When you customize the game, now you’re the designer. The designer shares the MC’s job, but has one further, the designer’s job:
- Let the players give full expression to their characters.
This is the basis for all of the basic moves, all of the characters’ special moves, all the gear, gangs, followers etc, everything. Add this:
- (Including the MC: let the MC give full expression to her things too.)
And you’ve included the basis for fronts, threats and the MC’s moves.
So that’s the chapter yet to write: how to customize the game so that you get what you want, but still let the players give full expression to their characters.
In this thread, please tell about how you’re customizing the game! I’ll do the same.
22 comments | posted in MC: what you say
Jan
11
2010
So I’ve been thinking about how on earth I’m going to run this thing at cons and stuff, what with the 1st session and all. Here’s how, roughly:
Blind-blue and Hatchet City
The thing I find most exciting about this is that the special scenario setup moves are just plain old legal custom moves, applied to setting up a scenario.
Check it out! Comments and questions welcome.
10 comments | posted in MC: what you say
Dec
31
2009
Hey, everybody.
I badly need to see your front writeups. Please email me whatever you’ve got. I don’t care how complete or incomplete it is - I need to see what you’ve actually done, so that I can guess what future people are going to actually do.
If you’ve playtested and you never wrote up a front I need to know that too, so email me and tell me.
Email me at lumpley@gmail.com. Thanks! You kick ass.
Oh by the way there’s a prize for playtesting, so please register your group down here to be eligible.
2 comments | posted in logistics
Dec
16
2009
These are for when a PC uses barter proactively. They’re first stabs; probably the final versions will be different in big ways and small, plus written more betterly.
Any of you out there playtesting the game, if you feel like it, give them a try! Let me know what haps.
When a character gives 1-barter to someone else, but with strings attached, it counts as manipulating them with a 10+, no roll required.
When a character goes into a holding’s bustling market, looking for some particular thing to buy, and it’s not obvious whether she should be able to just like go buy one like that, the player rolls+sharp. On a 10+, yep, she can just go can buy it like that. On a 7-9, MC chooses one of the following:
-it costs 1 more barter than you’d expect
-it’s available, but only if she meets with a guy who knows a guy
-damn, I had one, I just sold it to this guy named Rolfball, maybe she can go get it off him?
-sorry, I don’t have that, but maybe this will do instead?
On a miss, she finds it and buys it but it turns out crap, or else she gets robbed.
When a character makes known to the world that wants a thing and drops scratch to speed it on its way to her, the player rolls+barter spent (!). On a 10+, it comes to her, no strings attached. On a 7-9, something y’know, pretty close comes to her. On a miss, it comes to her, strings very much attached.
Is 3 enough? I’ll think about a 4th while I’m driving home. “Roll+barter spent” is provocative, isn’t it?
7 comments | posted in players