Apocalypse World: Difference between revisions

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It's half past the apocalypse, shit is weird, and you and your party are all fighting for survival - too bad you're all dicks to each other.  It's The Walking Dead, but with more Mad Max aesthetic and psychic powers.
It's half past the apocalypse, shit is weird, and you and your party are all fighting for survival - too bad you're all dicks to each other.  It's The Walking Dead, but with more Mad Max aesthetic and psychic powers.


The core rules for this system have been hacked and re-hacked into a whole family of rules light RPGs.
The core rules for this system have been hacked and re-hacked into a whole family of rules light RPGs. Most of which are really shitty compared to the original, which is kinda actually good.
 
AW has rules for sex and what happens if your characters fuck. Which is kinda cool. It also has a pretty simplistic damage system: harm. Basically it's a clock, but really it's more like you've got 5 hp, and guns deal like 2-3 damage. Average mooks go down from 2 harm, I believe. Armor can prevent 1 or even 2 harm, but the latter is like hard-core swat team armor. It's really light but it's a kinda cool damage system.
 
The moves are actually well-explained since D Vincent Baker has a pretty distinctive writing tone. He's got some really good ideas and thoughts about how RPGs go; at the very least, he does a good job putting them into words.


See also:
See also:

Revision as of 02:05, 24 September 2015

A narrativist game by lumpley games.

It's half past the apocalypse, shit is weird, and you and your party are all fighting for survival - too bad you're all dicks to each other. It's The Walking Dead, but with more Mad Max aesthetic and psychic powers.

The core rules for this system have been hacked and re-hacked into a whole family of rules light RPGs. Most of which are really shitty compared to the original, which is kinda actually good.

AW has rules for sex and what happens if your characters fuck. Which is kinda cool. It also has a pretty simplistic damage system: harm. Basically it's a clock, but really it's more like you've got 5 hp, and guns deal like 2-3 damage. Average mooks go down from 2 harm, I believe. Armor can prevent 1 or even 2 harm, but the latter is like hard-core swat team armor. It's really light but it's a kinda cool damage system.

The moves are actually well-explained since D Vincent Baker has a pretty distinctive writing tone. He's got some really good ideas and thoughts about how RPGs go; at the very least, he does a good job putting them into words.

See also:

Dungeon World Monsterhearts Inverse World Pirate World