Latest / Sessions Canceled / Tabletop Shout Out: Apocalypse World | Part. 2: Ep. 153
Transcript
- 0:15What's up Internet? The GM is knee deep in Reddit
- 0:17arguments bashing the new Last of Us show and saying how much
- 0:21he hates Bella Ramsey and we just.
- 0:24We just can't get him out. He's too lost in the sauce.
- 0:26So such sessions cancelled and we might be calling the police
- 0:31I. Just.
- 0:38What? I don't know, I thought that was
- 0:40so funny. It was like it wasn't any
- 0:45different than our usual fucking interest, but it's mindset.
- 0:54My dad, coincidentally, is not a huge fan of Billy Ramsey as
- 0:57Ellie, but he hasn't played the games so he doesn't really know
- 1:03why. He's like, I just don't, I don't
- 1:05know. I'm just not vibing.
- 1:06I'm like, I, I don't know what to tell you, but she's actually
- 1:09acts exactly the way Ellie acts for the most part.
- 1:13Not what I've seen. I've seen she acts quite
- 1:14different. In season 2 she seems to be
- 1:18departing a lot more. In season 1, she.
- 1:20Oh season 1 I was. I was referring to season 2.
- 1:23I don't even think he's seen season 2.
- 1:26Maybe not. Yeah, I mean, I think the
- 1:29problem, the main problem I'm seeing with Season 2 is she just
- 1:33does not have the gravitas to be the psychopath that Ellie is in
- 1:37the game. And so it just doesn't work.
- 1:40She just doesn't. She just don't got the vibe, you
- 1:44know, like Ellie is to be. Fair.
- 1:46I think very few actor actresses have that like.
- 1:51Psycho in that game. The only one I think who even
- 1:54comes close is Charlize Theron because of Fury and she just had
- 1:58that dog in her though. Well, that's kind of what they
- 2:01Yeah, they needed somebody who had that, that similar aura as
- 2:06Charlize Theron to be Ellie and Bella Ramsey is incredibly not
- 2:10that. Yeah, you know, actually, you
- 2:14know, oh, God. Maisie Williams, Arya Stark, she
- 2:17has that. Maybe.
- 2:21Yeah, that could have worked. Maybe I don't really.
- 2:24Think so she she's done some psychopath of shit.
- 2:27There's a whole chunk of the show in books where she's just
- 2:30carving people's faces off to make magic masks so she can
- 2:33shape shift. Nice.
- 2:38Yeah. I mean, I don't, I don't know,
- 2:42like people will still complain about her not looking like
- 2:45Ellie. I don't actually think that part
- 2:46matters, but yeah, the gravitas is.
- 2:49A problem like the not looking like Ellie thing kills me
- 2:53because if you look at Ellie in the original game she looks like
- 2:56a Barbie doll. Like she is so her face is so
- 3:00perfect and like she it's almost chibi right?
- 3:04Her eyes are big fucking orbs and you got a little pouty lips
- 3:08and a tiny nose. She looks like if you were to
- 3:11run, you know, cute teenager or something into a fucking ChatGPT
- 3:17and that's what it would pop out.
- 3:18Like it's impossible to meet that standard.
- 3:21She's a mid journey model. Kind of yeah, like that's
- 3:24that's, you know, not really not literally.
- 3:26Like I'm not trying to shit on the work that the people that
- 3:28Naughty Dog did. Her visual model, especially for
- 3:302014 looks great, but no human is going to look that like I'm
- 3:35in the apocalypse and I just woke up like this.
- 3:37You know what I mean? Like.
- 3:41Actually funny commentary people I've I've seen people mentioning
- 3:43is that everyone is really clean and has their makeup and shit
- 3:47done in the show. Like nobody looks grungy or
- 3:49dirty or like anything bad has happened at all to them.
- 3:53That's really funny considering there's a scene Last of Us Part
- 3:571 like Joel just looks like shit though.
- 3:59Looks like. Oh shit, yeah, yeah.
- 4:02There's a scene it that I saw where Dina is like convincing
- 4:10Ellie to keep going on the mission of getting revenge
- 4:13because apparently in the show, for some reason Ellie is the
- 4:15reluctant 1 and Dina's the one who's like let's get this shit
- 4:18done. Which do with that information
- 4:20what you will. Wow, OK.
- 4:24Yeah, yeah. Do that what you will.
- 4:25I yeah, I know too much to unpack right now, but the
- 4:29actress for Dina, she her hair, she's like really long black
- 4:34hair. And she looks like she might be
- 4:37like Indian or Pakistani or something like that.
- 4:40So she has really like, thick, long black hair.
- 4:42And it is like Florida State blown out with like amazing
- 4:47curls to it, you know, like this.
- 4:49She looks like she was just on the runway.
- 4:52What the fuck? It's so, it's so jarring.
- 4:56That is that's one thing that I they they stopped doing this in
- 5:00in The Walking Dead. But like the like two seasons
- 5:03where where oh God, what's the actor for Rick?
- 5:07Oh, I can't remember his Andrew Lincoln where he had the the
- 5:09full beard and his hair always looked greasy and his jacket was
- 5:13always covered in blood and guts.
- 5:14And you're like, dude, you look like it's so bad.
- 5:19Even they even comments on in the show where where the first
- 5:22time Negan sees him and he pulls him a picture of what like Rick
- 5:25used to look like when he was in full Rick Tater ship mode and
- 5:27he's like that guy. I would not have fucked with you
- 5:31though. Nice.
- 5:33It's good. Listen, I mean, it makes sense.
- 5:36Post apocalypse, right? Using that segue of post
- 5:40apocalypse, we're talking about Apocalypse World again because
- 5:47we didn't finish last time, because I ramble too much.
- 5:51That's really all there is to it, Yapper.
- 5:53I'll be yapping. So we're going to get back to
- 5:57it. So if you miss Part 1, this is
- 6:01not a serialized situation, you are going to need to listen to
- 6:04Part 1 because we're just going to jump right from where we left
- 6:06off. And I'm not going to like
- 6:07backfill really. So go watch the other one,
- 6:12listen to God, whatever, whatever.
- 6:18Anyway, before we do that, hit follow, subscribe on your
- 6:23podcast platform of choice. It will prevent the apocalypse,
- 6:27I hope. Probably, maybe, probably not.
- 6:29Whatever. Almost certainly not.
- 6:33Yeah, almost. Certainly not anyway, so we we
- 6:38returned to Apocalypse World. We we left off going over the G
- 6:43miss moves. I'm just going to briefly say
- 6:50because I don't know if I actually explained this in the
- 6:53previous episode or not, so I'm just going to explain it now
- 6:58just to cover the base. Some people might be slightly
- 7:03confused in this game about when AGM, sorry.
- 7:09When the MC does a move and what a move is in a sense, the trick.
- 7:20The the trick answer to this, the the very high level answer
- 7:23to this is the G Ms. always doing moves.
- 7:26You are perpetually doing moves all time and forever.
- 7:30The more specific answer to that question is anytime there's a
- 7:34pause in the conversation, or as the game puts it, a player hands
- 7:38you a golden opportunity is when you enact AGM move.
- 7:44And a move does not always have to mean a bad thing.
- 7:46Like obviously the the moves are phrased like, you know, phrased
- 7:52in sort of a negative bent, But put someone on a spot or in a
- 7:57spot, for example, doesn't necessarily mean, you know,
- 8:01dudes jump out of the bushes and aim guns at them or something.
- 8:04It could mean put them in a social spot where somebody who
- 8:06they don't want to deal with shows up on the scene and like
- 8:09stresses them out or, But the idea of a move is when there's
- 8:12a, there's a break, you enact a move as an, as the MC.
- 8:17When a player fails a role, you enact a move that's the most
- 8:21direct. 1 is when a player fails a role, you, you enact a move
- 8:24against them. And generally when they fail a
- 8:26role, it's going to be what the game calls a hard move.
- 8:31There's no mechanical specificity to this, but the
- 8:35game refers to soft moves and hard moves.
- 8:39The idea is basically just some moves are very direct and some
- 8:43moves are sort of like leading the player along but not
- 8:47immediately doing something negative to them.
- 8:51So a soft move for example, would be the player walks into a
- 8:57room that they didn't check ahead of time and you as the GM
- 9:00say you hear something move around and you look around the
- 9:05room and you see the glint of metal.
- 9:07What do you do? That would be like a soft move.
- 9:10You didn't do anything to the player yet, but you are clearly
- 9:13telling them something is about to happen.
- 9:15A hard move is they ignore what you just said about seeing the
- 9:20glint of metal and they say I just keep walking and then use
- 9:23the GM go OK Someone pops out from behind a you know a pile of
- 9:28stuff and shoots you with a gun in the leg.
- 9:31You take two harm. That's a hard move.
- 9:33You directly are like punishment for ignoring what I told you or
- 9:38punishment for ignoring the situation or or potentially
- 9:41punishment for failing a role. So you're the the basic idea is
- 9:46you're always enacting your moves.
- 9:49You're always kind of looking back to them and you're always
- 9:53trying to there's when you're jamming, when you're I keep, I
- 9:58keep forgetting when you're MC ING Apocalypse World, you're
- 10:03really there's like a pyramid of there's like a hierarchy to what
- 10:09you do as the as the MC, where your moves are kind of at the
- 10:14bottom of the pyramid. They're your most common.
- 10:16They go on the most. Your principles are kind of the
- 10:20next step up, like how am I utilizing my move to fill in the
- 10:25principle? And then at the very top is your
- 10:27agenda, which is like the broadest scope.
- 10:31What am I trying to get done in the session and for the game?
- 10:34Very broadly speaking, yeah, that's GM moves.
- 10:42Did that explanation make any sense?
- 10:43I say. Yes.
- 10:45I feel OK. A lot of people have a hard
- 10:48time. I think a lot of people want to
- 10:52think about AGM move as if it were like an ability or
- 11:00something that you activate. Like you're playing DND and you
- 11:03activate the monster's ability, you know, the layer action or
- 11:05whatever. A lot of people want to think of
- 11:07GM moves in that sense, where there's sort of a a thing that
- 11:10the GM turns on to like do a thing, not really what they are.
- 11:15No, I mean I. Think.
- 11:17I think the terminologies would confuse people to me.
- 11:21And you know, I guess props to me if I'm just regurgitating
- 11:25what you just said, but anything AGM does is in this game is a
- 11:30move responding to a player. Like introducing villains,
- 11:35having shit go on in the background, having the fucking
- 11:38the the ambush go on. It's all moves, if not in pure
- 11:44terminology, in meaning. The easiest or the way that I
- 11:51had it said to me one time that made it or, or, or I was
- 11:55listening to a video or whatever that made the most sense was
- 12:00Moves in Apocalypse World are just taking the stuff that you
- 12:04already do when you're jamming any other game and giving them
- 12:09codification and definitions. And the purpose of that is just
- 12:14that that the codifying and defining helps you always stay
- 12:20on task essentially and always have a a thing to refer back to
- 12:25when you are unsure. Because effectively if you
- 12:29wanted to get really meta game design on it, you could watch
- 12:34someone running Dungeons and Dragons and point out all of the
- 12:38moves that they are doing when running DND.
- 12:41Because moves are really just the stuff you always do as AGM.
- 12:46But Apocalypse World is just about putting it in front of you
- 12:50as a comprehensive menu to sort of keep your brain in that space
- 12:55at all times and and always keep you on track.
- 13:00This is a really good game to teach you how to GM.
- 13:06This is a good game to teach you how to do soft GM skills, if
- 13:10that makes sense. Like the ID, the social aspect,
- 13:15the describing things aspect, the the keeping, the the keeping
- 13:21the game moving, the pacing of things, all of that sort of
- 13:24stuff. Apocalypse World is a really
- 13:25good tool to teach you those things.
- 13:28Like it's not necessarily going to teach you how to home brew
- 13:32monsters in, in D&D or something like that, but it is going to
- 13:35teach you how to respond when your player tries to do X and
- 13:38then Y happens. And then you need to figure out
- 13:40what the reaction to that is. Is very good for teaching that
- 13:43because it gives you this menu of stuff to always look back on.
- 13:47And then that menu gets deeply ingrained in your brain because
- 13:51anyone who runs Apocalypse World at any point, if they run it
- 13:56enough, it will get deeply ingrained in your brain.
- 13:59And the things that you did when you ran Apocalypse World you
- 14:01will just do for every other game you run.
- 14:04I've seen it happened multiple times.
- 14:07It infects you. It's, it does seem like it's,
- 14:10it's uniquely good at that about like teaching you without
- 14:13teaching you. It's the like the wax on wax
- 14:16off, so to speak, of gemming. It taught roundabout techniques
- 14:22that you can use that you can extrapolate into other
- 14:26situations. It's almost like it's almost
- 14:29like a gemming tutorial that you learn by doing, kind of.
- 14:33That you don't really know you're doing until you've
- 14:35already done it. Yeah, you like, don't know
- 14:36you're doing a tutorial, but you are.
- 14:39And again, I know it sounds like I'm glazing this game a
- 14:41ridiculous amount, but I'm not the only person who says these
- 14:44things. And I have seen I have AI have a
- 14:47dearth of evidence to point to all of these things that I'm
- 14:50saying. I don't, I don't even understand
- 14:53how it like Vincent Baker Dunbee, a dark wizard or some
- 14:57shit who made a fucking pact with Cthulhu.
- 14:59I don't know something about the way the game is written and the
- 15:03order of things and the structure of things.
- 15:05It just it just do magic. I don't I really I really don't
- 15:10get it. But the man has done entire
- 15:15several page long blog post explaining his design philosophy
- 15:20and theory about how he constructed Apocalypse World and
- 15:23how he constructs tabletop games.
- 15:25Broadly it it's like looking at a philosophy teacher's
- 15:29dissertation. It's fucking I.
- 15:31It's nigh incomprehensible bullshit.
- 15:35The man is deep in the sauce. I, I don't get it.
- 15:38But he's deep in the sauce anyway.
- 15:43So after after we talk, after the game talks about MC moves,
- 15:50it gives you a little rules in your prep stuff.
- 15:57It basically explains kind of what I was saying there where
- 15:59the game, it literally says the game's rules give you things to
- 16:03say. When a player's character goes
- 16:05aggro on someone, rolls a 7 to 9, for instance, the rules give
- 16:07you a list to choose from. Choose one of them and that's
- 16:09what you say. Say it according to your
- 16:10principles. Like I said, this game has this
- 16:15almost it runs itself kind of power.
- 16:17That's sort of reiterating that point.
- 16:20Your threat map also gives you things to say.
- 16:25When player characters opens their brain to the maelstrom,
- 16:27for instance, the rules might tell you to reveal something
- 16:29interesting. Something interesting.
- 16:30Question mark you look at your threat map.
- 16:32Joe's girl has joined the water cult.
- 16:34I bet you didn't know that. So say that.
- 16:37And of course, say it according to your principles.
- 16:38Maybe deep under the brain howling what you hear is a
- 16:41chanting a list of people's names chanted over and over 100
- 16:45times in subliminal voices or by a by subliminal voices.
- 16:51A few more things to keep in mind that are as the book books
- 16:54it these are these are just good practice and I recommend them.
- 16:57These aren't like rules. Make maps.
- 17:00Turn questions back on the asker or over to the group at large.
- 17:05Good question actually. What does the rag waste outside
- 17:08the holding look like? Digress.
- 17:10Occasionally include details as though you were looking idly at
- 17:13a scene in some detail. I like this one.
- 17:16She pinned rat furs to her wall. The pins are like souvenir push
- 17:21pins in the head, or tiny glass lenses with pictures of national
- 17:24monuments under them, Mount Rushmore, the Lincoln Monument,
- 17:26etcetera. It's just a good mental image.
- 17:30Yeah. Allied action sometimes zoom in,
- 17:36zoom out, shift the focus. Sometimes one session might be
- 17:42right where the other one left off.
- 17:44Sometimes days go by. This game does not give a fuck
- 17:47about tracking time. It is very This game arguably
- 17:52actually sometimes works even better if you intentionally
- 17:57ignore time or just pretend like it doesn't exist because you
- 18:01just kind of jump around and things happen and when exactly
- 18:05they happened or how they might have happened or what doesn't
- 18:07matter just just do stuff. Weeks have passed since last
- 18:11session. Whatever stuff happened it just
- 18:15the free form nature of it almost makes it better.
- 18:18If you ignore like tracking days and counting and stuff like you
- 18:21might do at ADD campaign. Not worth it.
- 18:25Arguably one of the arguably detrimental.
- 18:28It's you know, I kind of like that because as someone who's
- 18:32run AD and D style game, that is the most difficult shit to be
- 18:37like, well, you know, I want a level of congruity.
- 18:40I don't want just skipping around the timeline.
- 18:43But then you're like, why the IT does this shit fucking matter?
- 18:46And as I'm learning in Lancer, it actually, I I think runs a
- 18:51lot smoother when you just act like it doesn't matter.
- 18:55And I, I have, it's gotten to the point where I've even been
- 18:58like, Oh, it's like a week and a half travel and then we, we have
- 19:01to go back there and I'm like, it's been 2 days and no one asks
- 19:04and no one, I don't think most people remember.
- 19:06And you're like, OK, so maybe this didn't matter as much as I
- 19:08thought it did. Well, some games care and some
- 19:13games don't, you know, like Stars Without Number and Worlds
- 19:16Without Number are two games that do care about tracking time
- 19:21because there's specific mechanics and things the players
- 19:25might do and the faction turn and all this stuff that where
- 19:28the exact time period can be important.
- 19:32But some games just don't give a shit.
- 19:33And some games operate in kind of a weird nebulous space like
- 19:36DND where most of the time it doesn't give a shit, but
- 19:40sometimes it gives a little bit of a shit, but only kind of, you
- 19:44know, like if you have a magic item that refreshes on the next
- 19:47dawn or whatever being one example.
- 19:49Or if you do a project to craft a magic item, then the game
- 19:53cares. But if you're not doing that,
- 19:55the game doesn't care, you know? So games kind of vary in their
- 19:59degrees of how much they care, but for Apocalypse World,
- 20:03definitely not. Just not worth it.
- 20:07Another thing, Speaking of the zooming in and out, as the game
- 20:09says, this goes from moves to. So making a dash under fire
- 20:14might mean crossing 3 meters of open ground in view of 1 of
- 20:17Dremer's snipers. It might mean crossing 100
- 20:22meters of broken ground with his gang arrayed thereupon.
- 20:25It might mean crossing the whole damn burn flats with Dog head
- 20:28and his gringo dingo cannibals in pursuit.
- 20:30Ringo Dingo, Hannibal. Oh, sorry, grinning.
- 20:34Sorry, I sorry I read that wrong.
- 20:35Grinning dingo. Grinning dingo.
- 20:37Cannibals going to fucking. Lose it.
- 20:40That would have been the funniest shit I've heard today.
- 20:49Point being, again, very different from AD and D, right?
- 20:55A move could cover a huge swath of time or a very short period
- 20:59of time. It kind of just depends on what
- 21:01you need it to do. Then it also talks about making
- 21:08sure everyone gets screen time and taking dedicated breaks.
- 21:10You know, usual good practice stuff.
- 21:15Then there's a very brief chapter on the first session.
- 21:19So this game's real explicit about the what kind of session?
- 21:27The first session of Apocalypse World should be.
- 21:30Essentially when you, you, so it very specifically says before
- 21:38the first session, familiar yourself with the rules for
- 21:40creating threats, but don't create any threats.
- 21:42So session 0, do not create any threats.
- 21:47Daydream some apocalyptic imagery, but do not commit
- 21:51yourself to any storyline or any particular characters.
- 21:57Essentially the first session in this game is almost like you're
- 22:05just establishing. It's almost like the first
- 22:08session and the world building happened at the same time.
- 22:12When you do the first session of Apocalypse World, you're playing
- 22:17and establishing things, and the first session is intended to
- 22:21just be a day in the life of the characters.
- 22:26Now that doesn't mean it has to be boring, it just means nothing
- 22:36super crazy is happening, yet it's just a day.
- 22:41And so it says it's just because it's the I quote, just because
- 22:46it's the first session. Whatever, you're still actually
- 22:49playing the game MC the game bring it.
- 22:51But especially do these describe bar 4th apocalyptic Elliptica
- 22:57Apocalyptica. I don't know that was hard
- 23:00spring. I swear I'm not drinking
- 23:02springboard off character creation.
- 23:04Ask questions all the time. Leave yourself things to worry
- 23:07about. Look for where you're not in
- 23:09control. Push there.
- 23:11Nudge the players to have their characters make moves.
- 23:13Give every character good screen time with other characters.
- 23:15Leap forward with named human MPCS.
- 23:17Hell, have a fight. Work on your threat map and your
- 23:21essential threats. Essentially for session 1 you do
- 23:27basically no prep at all for this game.
- 23:32It's kind of the easiest way to put it.
- 23:34You just start hitting dice on the table and operate on vibes
- 23:40and let the vibes flow. That's session one.
- 23:46And me personally, the way I have done it several times for
- 23:53the first session is I say something's happening.
- 23:58Like I say I pick a character or maybe a couple.
- 24:01I say this is what's going on, and then I say to the character,
- 24:05why is this happening? And then we go from there.
- 24:12To give an example, I had one game where the driver character
- 24:15was on his way back to the to the water bearer character's
- 24:20hold. Water bearer is like an extended
- 24:22playbook. And I said to the driver, you're
- 24:27driving down the waist towards the water bearer's hold.
- 24:31Several other cars are chasing you.
- 24:33Why are they chasing you? And the the driver player
- 24:40basically said, oh, I have, I have a kid in the car with me.
- 24:43I have a passenger who is valuable to them.
- 24:47And then we just kind of went from there.
- 24:49And that was how I kicked off Session 1.
- 24:51I had no plan beyond. He was moving towards the base
- 24:56and there were dudes after him. Those were all of the thoughts I
- 24:59had. And then we went from there.
- 25:08And I know that may sound, and perhaps you're thinking this
- 25:11right now, Isaiah, that's insane.
- 25:13Literally how? Because this game damn near runs
- 25:18itself. It's it's pretty easy.
- 25:21I would know. So I wasn't actually thinking
- 25:24how I I was really thinking about how my usual party would
- 25:26handle that. I don't know.
- 25:28I think some of them would would come to it pretty naturally, but
- 25:33others would really struggle. Yeah, I don't think I would
- 25:38struggle much because that's pretty much how I ran my first
- 25:41game. Well, and you've been on the GM
- 25:46side, which makes doing that kind of thing easier if you're a
- 25:48player. Yeah, the the Super snappy sort
- 25:52of immediate improv is much easier to me than my players, I
- 25:56think. I will say something that makes
- 26:00that trick work well. If you don't know exactly how
- 26:06your group is going to respond, find the player who you know
- 26:10will respond the best and focus on them to start.
- 26:16So do you know what's the player?
- 26:17Sorry, I didn't mean to cut you off.
- 26:20That was Ant for me. He was the one who I could
- 26:23consistently be like, I'm going to throw a stick and he'll he'll
- 26:26just run after it. And that was a big struggle
- 26:29going into Lancer because Ant is not playing in this game.
- 26:32So I was like, fuck, I got to find a new one, right?
- 26:35Right. Yeah, because if you can throw
- 26:46it, if you can throw up the prompt, whatever it might be at
- 26:53the most responsive player, they will get the ball rolling and
- 26:56then everyone else will generally feel more comfortable
- 26:59to follow suit. Not always, of course, but
- 27:03generally. I feel like that is actually
- 27:05right now currently me in Fabula.
- 27:10I would say that is the case, yes.
- 27:16So then what do we after the first session, where do we go
- 27:22from there for the second, second session and onward,
- 27:25basically prep for this game. You think about the game, you
- 27:33look at your threat map, you make whatever adjustments you
- 27:37need to make to your threat map. That's about it.
- 27:42And then you give yourself questions, you put a lot of
- 27:44stakes questions and then you go from there because you don't
- 27:51need stat blocks, spells, magic items like rules, rules for
- 28:03running a business, because you don't need all of that other
- 28:07stuff. Prep for this game is a lot of
- 28:09thinking and writing down almost improv prompts.
- 28:15Like you're giving yourself if then questions or something like
- 28:21that. You're just giving yourself
- 28:22writing, writing ideas. And then when it makes sense for
- 28:26them to come up in a session, you, you let them RIP.
- 28:29Maybe you plan a couple of scenes, like I'll plan some bits
- 28:33and pieces, scenes that I want to hit.
- 28:36But also, again, because I don't really give a shit about time
- 28:40when I run this game or, or continuity at all really, I
- 28:44don't. I, I write the scene down and
- 28:49they can kind of happen in whatever order I want them to,
- 28:52whatever order makes sense. This is, this is also kind of
- 28:57why running Apocalypse World often feels it almost always
- 29:07gets weird and a little, a little subliminal.
- 29:13I don't know if that's the word I want.
- 29:15It gets a little like, wow, what's a word I'm looking for?
- 29:27It gets like heady. It Twin Peaksy like, I don't
- 29:30know, Apocalypse World always seems to get into this space,
- 29:33huh? Uncanny.
- 29:35Maybe it's what you're looking for.
- 29:37The IT kind of, yeah, like it always gets into this.
- 29:39It feels like the game always gets into this mental space of
- 29:44even if you don't intend it to feel this way, you always seem
- 29:47to end up in this place of did that actually happen?
- 29:52Did the characters do? When did this happen?
- 29:54What order was these event? Does these events matter?
- 29:56Like things just sort of seem to occur a little bit because you
- 30:01just sort of let the game do its thing.
- 30:04So it has this it it has a lot of that.
- 30:08Again, that kind of Twin Peaks Y thing of did that actually
- 30:12happen? I don't know.
- 30:13It doesn't matter. You know, something, and we'll
- 30:16talk about this a little more later on, is the the fact that
- 30:19the messy tag exists is like a perfect example of this.
- 30:24Yeah, because, and spoilers messy just means like you can
- 30:28have shit amputated from. Like, you know, if you get hit
- 30:30with a shotgun it's going to take your fucking arm off.
- 30:32Take an arm off, put a hole in you.
- 30:33Yeah, but then when you die, it's spoilers.
- 30:36You can die multiple times. You just get back up and your
- 30:38arm is back and like, how is it back?
- 30:40Why is it back? Who put it there?
- 30:42Who fucking knows? Yeah, or your arm might not be
- 30:45back. You could also, the player could
- 30:47say my arm's not back and that's what makes me weirder.
- 30:50And then go from there, you know, like there's a lot of,
- 30:57there's a lot of nondescript space to operate in there.
- 31:02I let's go. So remember we've talked about
- 31:06like, oh, you can die four times maximum.
- 31:08I think they act that that has increased.
- 31:12No, it's it's you three times. Then the fourth time you're
- 31:15dead. Dead.
- 31:17I OK and we'll get to it later, 'cause I, I saw something I, I
- 31:21don't know if I if I missed it. Fair enough.
- 31:27Yeah. So that's prepping.
- 31:28So I mentioned the threat map. So now let's go into dealing
- 31:32with threats. So as we said previously, Oh,
- 31:40actually 1 little thing I wanted to say stuff like that, Isaiah,
- 31:43that you just mentioned, and I think I said this in the
- 31:45previous episode, is also why no matter what you try to do,
- 31:50Apocalypse World campaigns always get fucking weird.
- 31:54You just, you cannot tame them because of shit like you said
- 31:59where you come back and then your arm's fine and it's like,
- 32:01why is your arm fighting? Like, I don't know, who cares?
- 32:03Stuff's happening. You're like, OK, it's very hard
- 32:09to keep the. Game grounded.
- 32:11I almost want to, if I were to run this game, incorporate that
- 32:15into the. Game itself, well, that's kind
- 32:20of what it a lot of people end up doing.
- 32:22Yeah, right. Yeah.
- 32:23It's like, you know, it's literally you didn't watch
- 32:25Gaslight District. It's a lot like Gaslight
- 32:27District. Well, it'll be it.
- 32:30Well, it'll be to get like A to make up an example.
- 32:33It'll be the kind of thing where a player gets shot in the arm,
- 32:36their character dies, they go down, they choose to come back
- 32:39with plus one weird like, that's the that's the life is untenable
- 32:43option they choose. They say, oh, I'm back and I
- 32:49have an arm again. And everyone's like, what the
- 32:52fuck? And then three sessions down the
- 32:54road, they take their their jacket off and reveal that their
- 32:57arm is an Eldred's beast that they attached to their body when
- 33:00they were dying to keep them alive.
- 33:02They're like crazy shit like that where you'll just be like,
- 33:04OK. And then the GM, you know, the
- 33:06MC looks at you and goes, all right, Eldred's beings are
- 33:09around. I guess, you know, you just kind
- 33:11of like that's what we're doing now because that's just kind of
- 33:15how this game flows. Like that's the spirit of the
- 33:16game. I mean, again, as I always say,
- 33:19you could just ignore the game and be like, no, you can't do
- 33:22that, right? You, obviously, but that's very
- 33:25against what the game wants you to do.
- 33:27Right, which we've said before, avoid that cause the game, the
- 33:32game doesn't like when you do that.
- 33:34Yes, the the game gets angry as we've established Apocalypse
- 33:37World is live the. The eldest abomination that is
- 33:40Apocalypse World will be upset with you.
- 33:43We do not want this. Yeah, All right, so threats.
- 33:48So the the previous edition of the game, you're going to always
- 33:52hear people refer to fronts first Apocalypse World 1st
- 33:59edition referred to them as fronts.
- 34:01Apocalypse World's second edition now calls them threats.
- 34:04It's the same basic idea. The main the difference is
- 34:08fronts. In first edition, a front was a
- 34:12collection of threats that would all be related to each other and
- 34:18would all be coming from kind of a similar place, whether that
- 34:21place be physically or thematically or psychically,
- 34:26they're all coming from a similar place.
- 34:30Threats in second edition are you have more of a as opposed to
- 34:35a list of fronts. You have a map and by map it's a
- 34:39big like circular graph. But the threat map is all of the
- 34:44different things that are around the PCs, both physically and
- 34:50like hypothetically, not hypothetically, both physically
- 34:53and and not spiritual conceptually, both physically
- 34:57and conceptually. That's.
- 34:59What we're trying to are we going to have an immersion?
- 35:02Conceptually, so the threat map you basically you put the PCs at
- 35:08the center and you build the threats around the PCs.
- 35:13The but the idea is that threats are these things that are always
- 35:18operating in the background. And if the players do nothing,
- 35:25the threat will move forward. And this is your your main, this
- 35:30is your main tool of prep in this game.
- 35:32You establish there is a threat and then you make it for most of
- 35:39them. You will make a countdown clock
- 35:41and then as that countdown clock ticks forward, things will
- 35:45happen. If the players stop it, they can
- 35:48stop the bad thing from happening or it might not even
- 35:50be a bad thing, could be a good thing too.
- 35:52They will stop the thing from happening, or they won't, and
- 35:56then it will move forward and then it will resolve and boom,
- 35:58back, boom, something will change.
- 36:02The the structure. The the the structural
- 36:07difference is that the threat map breaks them out a little
- 36:10more individually and wants you to position them in actual you
- 36:19position them on the map itself, and where they are positioned in
- 36:24the map is sort of a broad, vague descriptor of how they
- 36:28relate to the players. So you start with the middle of
- 36:33the map. This would be really easy if I
- 36:34could show a picture of the map right now.
- 36:37I mean like, how would you describe the threat map?
- 36:39Is it like? Is there an easy way to describe
- 36:41it? Yeah, it's, it is a, it is a
- 36:44graph of concentric rings with an inner ring, a middle ring, an
- 36:47outer ring. And basically the closer the
- 36:50rings are to you, it just which it is, it signifies the closer
- 36:53the threat is to your players. So it separates itself into
- 36:58immediate threats, threats that are coming up and then threats
- 37:02that are on the Throtten. Yes, and threats that are beyond
- 37:05the map are like really out in the distance but could
- 37:10eventually move towards you. They do actually mention them.
- 37:13They're called notional threats, which I think.
- 37:15Is also there is a. This is one of the.
- 37:23In some ways I like fronts better.
- 37:25In some ways, I like the threat map better.
- 37:28One thing I find a little weird about the threat map is it has
- 37:33cardinal directions. It has northeast, South, and
- 37:36West, and then it has on the intercardinals.
- 37:39It has in and out and up and down.
- 37:43Yeah. These are The idea is that so
- 37:49when it says in, for example, it means that the threat is kind of
- 37:55within where the PCs are, right? Like physically or, or
- 38:01emotionally or conceptually or whatever.
- 38:04It's somewhat. So for the example it gives the
- 38:06example threat map. It mentions the water cult and
- 38:09puts it in the in the in section.
- 38:12Because the idea is that there are members, there are MPCS that
- 38:15are close to the PCs that are already in the water cult,
- 38:18right? And that is, you know, within
- 38:21them, you know, and then you have up, for example, up could
- 38:26be like physically, literally up as in there's a weird gang on a
- 38:32Ridge above where they live or something.
- 38:33But it also could be there is someone who has a higher up
- 38:37status than them. I don't super love these because
- 38:44they kind of just, I don't know, they kind of.
- 38:49Get muddy in my brain. I don't love having the
- 38:52positions on this yeah no, that's fair.
- 38:55I I get why it was done this way because you can't like they
- 38:59could have rendered a more three like an omnidirectional map, but
- 39:04that would have gotten a little wacky.
- 39:07So I get why they did it this way, but no I I I agree like.
- 39:12The other thing? How could else could they have
- 39:14done it though? Like.
- 39:18I don't think you need those descriptors.
- 39:19I think there's enough. And when you design an
- 39:22individual threat itself, I think you're putting enough
- 39:25information in the threat box itself that you don't really
- 39:28need the, the up, down, north, east, West or whatever.
- 39:31Like, I don't think that, I don't think that adds a lot
- 39:34personally. But I also might be using it
- 39:39wrong, right. I might be misunderstanding a
- 39:41little bit what the intention of it is.
- 39:43I've always found it a little confusing.
- 39:48Another thing is the directions of the so the threats, it tells
- 39:54you to make a direction to the threat, like where it's moving,
- 39:58where it's going. And I just, I don't really know
- 40:02what the point of that is because on the example threat,
- 40:07Matt, for example, it says Dremers Raiders and then it
- 40:12shows an error. It shows an arrow moving
- 40:14counterclockwise. I don't really know.
- 40:22I mean if I can interpret it it. So like the thing?
- 40:25Yeah. How do you?
- 40:25Interpret it right, Yeah. So like drummer's Raiders I
- 40:28guess is is there signifying it is orbiting?
- 40:32Like it's it's around them maybe.
- 40:39That I was thinking the because it's face, it's it's going into
- 40:42out, it is affecting the players and maybe another faction that
- 40:47will also cause problem for the players.
- 40:49You know what I mean? It's like, Oh well, drummers,
- 40:51Raiders are bothering us, but they're also bothering Gastown
- 40:53and then gas towns Gastown will come bothering.
- 40:56US. Because they want drummers
- 40:58Raiders to fuck off. Could be that, yeah, maybe.
- 41:02I'm only thinking about like if you think about it, right,
- 41:05because it's aiming towards out. I think that's what the notional
- 41:08would be for is because that thing will shift over and
- 41:10another thing will come into the notional section of out and then
- 41:13slowly work its way back in. Could be yeah, that's an
- 41:19interesting way to put it. I've I've read how the books
- 41:22are. I've I've read the book
- 41:25describing it and it just yeah, I just am.
- 41:27I've all I'm a little wishy washy on it, but the way first
- 41:33edition did fronts, I did sometimes have some frustration
- 41:37trying to take all of the threats within a front and
- 41:41relate them to each other. Because I would often feel like
- 41:46when I made a A, when a new threat would come up, there'd be
- 41:49a lot of scenarios where I'd feel like it didn't fit in any
- 41:54of the fronts and it didn't fit with anything else.
- 41:56But the game recommends, you know, tells you when you create
- 42:00a front in first edition, it should come with three or four
- 42:02threats. So I'd have a singular threat
- 42:04that doesn't fit with anything else.
- 42:07But I don't want to make a whole new front 'cause then I have to
- 42:09add on top, you know what I mean?
- 42:10So that would get messy. So there's kind of pros and cons
- 42:14to both, both version, both types of displaying it.
- 42:22But broadly speaking, they both do the same thing, which is give
- 42:26you, they give you all these spinning plates in the
- 42:30background as the GM to mess around with and look at and go,
- 42:36OK, basically between every session you look at all your
- 42:40fronts and, or your threats. See, and I, I'm always going to
- 42:43call them fronts. Still, you look at all your
- 42:44threats and go, OK, does this one, has this one changed?
- 42:50Does it, does the clock advance? Does the threat move it?
- 42:54Did a character in the threat die?
- 42:56Ergo, maybe the threat's gone. This is another thing.
- 42:59The players will fuck with your threats.
- 43:01So if there's a threat that's a local lore war warlord, Jesus,
- 43:06local warlord, and the players just kill his ass, that threat's
- 43:11just gone. Like you don't keep it around.
- 43:13The warlord's dead. Someone, something new will
- 43:15probably pop in there, obviously, but it's gone for
- 43:18now. So the the idea is you're
- 43:21constantly spinning the plates and looking at them.
- 43:24And when the players do something, maybe they fuck with
- 43:26the plate, maybe they don't, maybe the plate moves.
- 43:29It's you're always referring back between every single
- 43:32session. And this is another thing why
- 43:35this is another reason why tracking time is not super
- 43:38useful in this game because you know, it might have been a week
- 43:43and none of the threats really moved.
- 43:46And then it might be two days and you decide you want to move
- 43:48a threat forward and increase the countdown clock.
- 43:53If you're tracking time specifically, that might not
- 43:56make logical sense. Like maybe there's some sort of
- 43:58scenario where a local gang is trying to reach the players and
- 44:03they shouldn't have gotten there that fast, but it would help the
- 44:06dramatic tension would be better if they get there, you know,
- 44:10next session or whatever. So you just tick the clock
- 44:12forward anyway, That's that's another example of sort of
- 44:16ignoring time being useful in this game and another example of
- 44:21the weird Twin Peaks E Time doesn't matter.
- 44:24Stuff just happens kind of shit, right.
- 44:28So when you make a threat map, you start with your essential
- 44:31threats, which is all of the stuff at the core.
- 44:35It's at the middle where the PCs are.
- 44:39The game uses the word threat, but threats are not inherently
- 44:46threatening by default. You can have a like everything
- 44:53has the potential to become a problem, but not everything is a
- 44:57problem by default. So the essential threats you
- 45:02start with where the PCs are, you create a landscape threat.
- 45:06If the PCs have any gangs, you create those gangs as brute
- 45:10threats. If the PCs have any other NPCS,
- 45:15because a lot of the playbooks will start you with NPC
- 45:18teammates or workers, employees or whatever, you could create
- 45:22them as brutes or a grotesque or maybe a wannabe warlord.
- 45:26If the PCs have any vehicles, create the create the vehicle
- 45:31threat. If there's any local populations
- 45:35that are around the PCs, give it a affliction.
- 45:38And then what kind of threat is the world Psychic Maelstrom?
- 45:43A great example of a threat not necessarily being threatening
- 45:47the vehicle one. The reason you create the PC
- 45:50vehicle as a threat is because there are threat moves, and
- 45:53having the vehicle as a vehicle threat means that you can
- 45:57incorporate the threat moves for the vehicle when the player uses
- 46:00it. So it's just another it it, it,
- 46:03it is threatening because the vehicle could, you know, screw
- 46:07the driver player over by driving him off a Cliff or
- 46:10something, But it's not like the vehicle is actively trying to
- 46:13murder him at every. Second, what's the movie
- 46:15Christine? I I don't know you've.
- 46:19Never seen the Stephen King book about the a movie about the the
- 46:21possessed fucking Cadillac or Mustang or whatever.
- 46:25It's literally just this nerdy guy gets a like car from an old
- 46:28junk dealer and the car is actually evil and possessed by
- 46:31like a jealous woman and then he starts slowly starts going crazy
- 46:35and evil. He gets like possessed by the
- 46:36car as the car which is now kind of his girlfriend is killing all
- 46:39his classmates. This sounds like Stephen King.
- 46:43Yeah, he he spends a lot of the book calling everyone shitters,
- 46:45which is like the weirdest insult.
- 46:47It's like calling someone fuck. Oh, it just doesn't really make
- 46:49a lot of sense. Listen to your fuck.
- 46:51Oh. You never not think of Army of
- 46:54Two? That's a reference.
- 46:58Yeah, 'cause fucking Elliot's like bucko.
- 47:01Who even says that? So when you create a threat, you
- 47:12start by choosing what kind of threat it is.
- 47:15Give it a name, copy over its impulses, describe it, and list
- 47:19its cast. Cast meaning if there is any
- 47:21cast, Cast meaning, you know, if there's a gang, list a couple
- 47:24important members of the gang. For example, impulses are
- 47:30exactly what they sound like it is.
- 47:31What kind of impulse does that threat have?
- 47:33What does it want to do? Place it on the map.
- 47:36If it's in motion, mark its direction with an arrow.
- 47:39This is that whole thing we were talking about of it moving
- 47:41around. List list its stakes questions
- 47:45if you have any, and the reminder.
- 47:47Stakes questions are questions that you as the MC write down.
- 47:52And when you write them down as a stakes question, you are
- 47:54committing to not answering the question yourself and figuring
- 47:59out how it's going to go in play in the moment and and letting
- 48:03the game fuel the answer. You're leaving it up in the air.
- 48:09If it's connected to any other threats, list those and then if
- 48:12it needs a custom move or a countdown clock, create it.
- 48:16Custom moves are another one of your big things that you will do
- 48:19for prep for Apocalypse World, where if there's something
- 48:24specific that a threat, if you need to make something specific
- 48:27to make a threat feel more unique or more important or
- 48:30whatever, that's where you can make a custom move to.
- 48:33To really hammer that home. There's seven kinds of threats.
- 48:41You have warlords, grotesques, affliction, brutes, landscape,
- 48:46terrain, and vehicle. They're they're they're all a
- 48:57little vague and opened on purpose.
- 49:00The idea is that everything should be able to fit into these
- 49:02seven, but how they fit in or how you decide for them to fit
- 49:05in, totally up to you. The impulses like I said, to
- 49:10give you a couple of examples. Oh also all the threats have
- 49:13sort of sub like kind subtypes. So for example, you have
- 49:20warlord, and then you could have a slaver, A hive queen, a
- 49:24prophet, a dictator, a collector, or an alpha wolf.
- 49:28And then they all have impulses. So a slaver's impulse is to own
- 49:32and sell people. A hive Queen's impulse is to
- 49:34consume and swarm. The profit's impulse is to
- 49:37denounce and overthrow. The dictator is to control the
- 49:40collector is to own the alpha wolf is to hunt and dominate.
- 49:44Again, these are not literal. Like a hive queen is not
- 49:46actually a swarm of bees or whatever.
- 49:49It's, it's a, you know, it's very symbolic phrasing.
- 49:54And then you have threat moves for each kind of threat, moves
- 49:58for each kind of threat. Examples for the warlord.
- 50:05Push the battle moves. Outflank someone, corner someone
- 50:08and circle someone. Attack someone suddenly,
- 50:10directly and very hard. Attack someone cautiously
- 50:12holding reserves. Seize someone or something for
- 50:15leverage or info. Make a show of force, Make a
- 50:17show of discipline. Offer to negotiate.
- 50:19Demand concessions. Your obedience.
- 50:21Claim territory, move into it, blockade it, assault it.
- 50:24Buy out someone's allies. Make a careful study of someone
- 50:27and attack where they're weak. Warlords, primarily.
- 50:32Warlords act primarily through their people, acting directly
- 50:36themselves only when cornered or caught out in a pen.
- 50:39The basic idea is the threat moves are just another an
- 50:42expanded repertoire from your basic GM moves to say OK,
- 50:46they're dealing with this specific threat.
- 50:48So I want to get a little more granular in how they respond.
- 50:51So someone tries to threaten a character and makes a role for
- 50:56it and fails. You know, the character might
- 50:59get out of their way and smack the gun out of their hand and be
- 51:01like what the fuck dude? Someone tries to threaten a
- 51:04warlord and fails. Then the warlord might just
- 51:07attack them suddenly, directly, and very hard, like just beat
- 51:11them into a pulp because they're dealing with a very specific
- 51:13kind of threat or a specific person.
- 51:19Each of them, each of them has that list of like subtypes,
- 51:23moves, impulses, yada yada. The one, the only one that you
- 51:28might find a little weird, is probably vehicles.
- 51:32Basically any vehicle as it describes.
- 51:34As it says, any vehicle distinct enough to describe individually
- 51:37is a vehicle threat. Hooch, the chopper's aggressive,
- 51:40roaring guzzler of a bike. Audrey, the driver's huge
- 51:43armored ram bearing tow truck. Rolf Ball, the warlord's garish,
- 51:47jacked up bulletproof limo. If it's Mad Max's fucking the
- 51:52V8. Interceptor.
- 51:56Yes, if it's Max's interceptor, it's a threat.
- 51:59Max's interceptor is a threat. The the war rig that Furiosa
- 52:03drives is a threat. Immortan Joe's weird fucking.
- 52:09Giant tires? Yeah.
- 52:11Monster truck fucking. Monster truck, that's a threat.
- 52:14Yeah, that's a threat. Any vehicle that like, if you
- 52:17think about in movie terms, any vehicle that has relevant screen
- 52:21time and is clearly special threat.
- 52:24The doofwarriors, of course. The doofwarriors.
- 52:28Sick Multi. Speakered the doofwagon, you
- 52:31mean? Yeah, that's, I couldn't
- 52:33remember the name of it. The Doofwagon.
- 52:34The Doofwagon's the vehicle threat.
- 52:40Side note, Apocalypse World 1st edition came out before Fury
- 52:44Road, and then Second Edition came out after Fury Road, and he
- 52:48very explicitly added a whole bunch of vehicle rules for no
- 52:53particular reason. I love that.
- 52:54I love that a lot. Yeah, Yeah.
- 52:58And then so you get a little section describing basically how
- 53:00to use threat moves, how they're different and similar, yada
- 53:05yada. The description and cast of a
- 53:08threat. Like I said, it's it's who's
- 53:10involved, right? If you imagine Immortan Joe is
- 53:13the warlord threat, the cast would be him Rictus erectus, his
- 53:18weird his his baby doctor guy you know.
- 53:25The. The guy who?
- 53:27The guy who pulls out the baby? Yes.
- 53:30The organic mechanic, Yes. Yeah, They're all the cast of
- 53:34Immortan Joe's threat. And then, like you said, you
- 53:41write down any stakes questions if you if relevant.
- 53:44Boom, bang, boom threats. Related threats are again what
- 53:54they sound like. So if you have a Morton Joe's,
- 53:58you know, is the warlord. A related threat would be the
- 54:00Gas Town warlord or the OR perhaps the Yeah, I was going to
- 54:08say. Or perhaps the People eater is a
- 54:10grotesque in fact, with his nipple nipple chains.
- 54:13Hell yeah. And his elephantitis.
- 54:20And then you slap a countdown clock if you need it.
- 54:22So when you're doing a countdown clock with or when you're doing
- 54:29countdown clock on a threat. Important thing to know by the
- 54:32way. I'm just say, 'cause, you know,
- 54:34we've mentioned countdown clocks and other games.
- 54:37Everyone's taking it from Apocalypse World as far as I'm
- 54:39aware. Just throwing it out there.
- 54:42Fabula and Blades and everything.
- 54:43Everybody's taking countdown clocks from Apocalypse World.
- 54:47I I'm sure the concept of a countdown clock type mechanic
- 54:51probably existed prior to Apocalypse World, but Apocalypse
- 54:54World giving it a name and and putting attention on it gave it
- 55:00power in the game design world and now every other tabletop
- 55:04game refers to it as a clock. In fact, I I believe Fabulous
- 55:09Ultima specifically calls out that they're taking clocks from
- 55:12Apocalypse World in there, if I remember correctly.
- 55:14I wouldn't doubt it so. But the thing to keep in mind
- 55:18with the clock is before 9:00, the thing that is coming might
- 55:25be is, is still preventable. Like there's still, there's
- 55:31still a chance to slow it down. Once it passes 9:00 and goes
- 55:35into the 9 to 12 range, bad shit's probably going to happen.
- 55:39Brace for impact. Once it hits 12, it's it's full
- 55:43on, it's activated. The bad thing is happening.
- 55:45It's fucked, shit's cooked, it's all over.
- 55:47GG. Yeah, yeah, shit's cooked.
- 55:49Another way to phrase that is the first 3 sections of the
- 55:52countdown clock are not as impactful and then the
- 55:57second-half the the last three sections are more impactful is
- 56:02another way you can phrase it because again, I really hate
- 56:06using the time numbers thing. I aesthetically it's cool, but
- 56:10in my head every time I look at it written down, I have to very
- 56:14consciously picture the countdown clock on my head and
- 56:17think about what they mean by the sections and shit.
- 56:19So yeah, that's why I, like most other games will use the phrase
- 56:25like something along the lines like step, like oh, steps, one
- 56:28through 3 of the clock. I much prefer that kind of
- 56:31phrasing. Again, I know it's mostly an
- 56:34aesthetic thing to use literal clock face numbers, but yeah.
- 56:41And then lastly, with your threat, you have your custom
- 56:43moves. So to to give a basically to
- 56:47give a couple examples, it says for one when you go into
- 56:52Dremer's territory, roll plus sharp on A10 plus you can spot
- 56:56and avoid ambush. On a 7 to 9 you spot the ambush
- 56:59in time to prepare or flee. On a miss you blunder into it.
- 57:03So that would be one for like a warlord's territory, for
- 57:06example, for one that could be a landscape or a terrain threat.
- 57:11If you drink water out here, roll plus hard on A10 plus spend
- 57:15a few minutes barfing, but you'll be fine.
- 57:17On a 7 to 9 take one harm armor piercing now and one harm armor
- 57:20piercing again in a little while.
- 57:23On a miss, take 3 harm armor piercing now and three harm
- 57:26armor piercing again in a little while.
- 57:29So it's, it's, it's kind of that thing where if you have a
- 57:32special boss fight in DND and you take an existing ability and
- 57:36modify it to work differently, like the characters are fighting
- 57:41a gargoyle or something like that, and you go, well, I don't
- 57:43want it to be a normal gargoyle. So you give it a couple of extra
- 57:46abilities and you throw a few spells on or something like
- 57:49that. Custom moves are that same kind
- 57:51of idea where you specialize the threat so that it feels more
- 57:55cool and unique. And then the last chunk of this
- 58:01chapter is just examples of threats and, and how to deal
- 58:06with them. And then a little description on
- 58:08between sessions, how to how to look at your threats, how to
- 58:12think about what to do with them.
- 58:13And then a big example threat map to use.
- 58:17So it also kind of shows you how a threat map can progress
- 58:24because there's a couple of very not variations.
- 58:28There are a couple of steps of the same threat map that it
- 58:30shows and how they they have grown.
- 58:35Then there's a chapter called Move Snowball.
- 58:38So I'm actually going to skip this one.
- 58:41But if you are confused, what I'll say about this chapter, if
- 58:45you are confused, like maybe you're someone who's read this
- 58:48book or perhaps you're listening to us and you're like, I just
- 58:52don't understand how this game looks in play.
- 58:54Like I don't get how it works. Read the move Snowball's
- 58:58chapter. It is basically a long extended
- 59:03example of how the play of this game actually flows.
- 59:08Go through it slowly, comprehend it, sort of take notes or
- 59:13whatever that will give you. It will give you the best
- 59:18understanding of the flow from point A to point B.
- 59:20You could of course also go find an actual player or something
- 59:23like that, but if you want to use the book itself, Move
- 59:25Snowball chapter. But in terms of discussing it,
- 59:30it's not I'm not going to read through it because A, it's kind
- 59:33of long and B, it's not interesting to just read it
- 59:35verbatim. It does also tell you how to
- 59:39handle PC versus PC situations, because those do come up quite a
- 59:44lot in Apocalypse World. Actually pretty pretty standard.
- 59:50Got a lot of characters trying to shoot each other or fuck each
- 59:54other or steal from each other, or, you know, any number of
- 59:56situations really. In one of your games, didn't get
- 59:59someone? Didn't someone get run over by a
- 1:00:01fucking combine? Yes, yes they did.
- 1:00:06They got or. No, No, they got in a fight on
- 1:00:09the combine, fell off the combine and then took a took a
- 1:00:14sawn off shotgun to the face. Yeah, 1 from 1 player to
- 1:00:20another. Even better, he chased them
- 1:00:25down. Oh yeah, I'm finishing this.
- 1:00:29That was a particularly interesting bit too, because the
- 1:00:33player that killed the other. So when it happened, we I also,
- 1:00:37we also took a pause and was like, all right, is everybody,
- 1:00:39everybody good right now 'cause we getting a little, we getting
- 1:00:41a little saucy here. Are we, are we, are we cool?
- 1:00:43Are we cool? Are we cool?
- 1:00:44Everyone's cool. OK, all right, we're cool.
- 1:00:46And then so me and the other players just sat back like
- 1:00:48busted out the popcorn Michael Jackson style.
- 1:00:51Resume. Resume go ahead.
- 1:00:55But The funny thing was so the the the driver player kills the
- 1:00:59brainer, brainer dies, comes back.
- 1:01:02I think she came back with plus one weird.
- 1:01:05And then shortly later, the driver dies and comes back as a
- 1:01:10gun lugger because he started getting a little shotgun happy.
- 1:01:12And he's like, well, I think I should be a gun lugger now.
- 1:01:17So yeah. This just feels right.
- 1:01:23Yeah, it did. So then the next chapter is the
- 1:01:26basic moves. I'm also going to skip this one
- 1:01:29because we we talked about the basic moves, but essentially the
- 1:01:32chapter on basic moves is a a very extended explanation of all
- 1:01:38the basic moves, how to use them, examples.
- 1:01:43Also examples of fucking it up, which I think is really cool
- 1:01:46because I feel like a lot of games don't don't show you how
- 1:01:50to deal with it if you fuck up the mechanic right?
- 1:01:53They tell you how to do it correctly but don't say how to
- 1:01:57course correct if you mess up. Apocalypse role very
- 1:01:59specifically gives you some examples of course correcting if
- 1:02:03you do screw it up. Especially because for some
- 1:02:06moves like act under fire is 1 where this happens a lot.
- 1:02:11It's really easy to kind of fuck up act under fire because your
- 1:02:14brain, the player gets a 7 to 9 and your brain really wants to
- 1:02:20be like kind of D&D esque of that's a miss.
- 1:02:24Like you failed. Like, you know, in D&D you miss
- 1:02:27the AAC score, but that's not what act under fire.
- 1:02:31That's not how act under fire should be handled.
- 1:02:32But you there's this, there's a, you have this urge to do it that
- 1:02:38way. So it gives you an example of
- 1:02:39how somebody might do that and then sort of adjust.
- 1:02:44But yeah, so it's just extended of all the basic moves and then
- 1:02:48also talks a little bit about interfering with each other and
- 1:02:52helping each other and how that can go back and forth in PC
- 1:02:55versus PC situations. I don't.
- 1:02:59Did we mention lifestyles and working gigs before the?
- 1:03:03No. No, right.
- 1:03:06Yeah. OK.
- 1:03:07So less commonly used, this is an these these two moves are
- 1:03:13examples of how everything is a move in Apocalypse World.
- 1:03:16Like every mechanic comes at the end of the day comes back to a
- 1:03:19move. So the lifestyle move is at the
- 1:03:22beginning of the session, spend one or two barter for your
- 1:03:25lifestyle if you can't or won't tell the MC and answer her
- 1:03:29questions. Basically the idea is you have
- 1:03:32to spend one or two barter at the beginning of a session to
- 1:03:35explain how you're surviving the apocalypse.
- 1:03:38And if you can't, then there's a list of questions that the MC
- 1:03:41goes through to be like, OK, is somebody else taking care of
- 1:03:45you? Do you have is, does an MPC owe
- 1:03:47you for something? Are you scrounging food
- 1:03:49somewhere else? And if you can't answer any of
- 1:03:51those things, the MC is going to be like, all right, well, bad
- 1:03:53shit is happening to you because effectively if you don't pay the
- 1:03:56barter, you're missing on a move, which means the GM gets to
- 1:04:00do a move in return because you missed.
- 1:04:04And then you have working gigs, and the working gigs move is
- 1:04:11exactly what it sounds like. This is the thing where I said
- 1:04:13how the operator playbook got chewed up into every other
- 1:04:18playbook. The operator's whole shtick was
- 1:04:20basically working gigs, and he just gave that to every playbook
- 1:04:24because it made sense for everyone to be able to do it in
- 1:04:27some capacity. And the basic idea is every
- 1:04:31playbook has a list of potential gigs that you could work.
- 1:04:35You work said gigs to get barter.
- 1:04:37The GM will reward you anywhere from 2:00 to 4:00.
- 1:04:39Barter. It recommends 3.
- 1:04:41Most of the time you say what the gig you're working is and
- 1:04:46then the MC will say to you, either you need to make a roll
- 1:04:49or let's play that scene out. Or maybe we'll do a little like
- 1:04:56we'll do a couple of rolls or something.
- 1:04:59Basically, it depends. Or you might just get it like
- 1:05:01the, the, the MC might just say, well, it just makes sense that
- 1:05:04you can just do that because of, you know, XY or Z actions you've
- 1:05:08done previously. So yeah, the gig is successful.
- 1:05:10Here's your here's your barter. This is another great example of
- 1:05:13not caring about time frames in this game because the Angel
- 1:05:19character's like, oh, I'm going to work a gig at the beginning
- 1:05:22of the session and then another player is like, oh, but I wanted
- 1:05:25to talk to your character and then use the MC like OK, Angel,
- 1:05:29you work the gig at some point during the week or whatever and
- 1:05:32then once you're done, you know, the driver character comes to
- 1:05:36meet you at your house. It doesn't fucking matter when
- 1:05:38the gig happened. We just know that it happened.
- 1:05:40You know what? I.
- 1:05:41Mean. Again, playing with that kind of
- 1:05:46weird ephemeral time situation. And then lastly there's the
- 1:05:49session end move, which is basically just go around the
- 1:05:54table. If a player character knows you
- 1:05:56better, they take plus one hex with you.
- 1:05:58If they know you worse, they take -1 hex.
- 1:06:01If your hex gets the +4 or -3 it resets to 0 and you mark
- 1:06:05experience. This is one of your main.
- 1:06:08This is one of your primary ways of doling out that XPI.
- 1:06:12Find that rule so odd because it's like you know them so well
- 1:06:15that now that you know them less.
- 1:06:18So he, I forget where, but he, he early in the book he talks
- 1:06:23about it. So it's not that you know them
- 1:06:25less. The idea is that you have,
- 1:06:30you've gotten, you've gotten to know them so well or not well
- 1:06:34that you have learned something new about them.
- 1:06:39So the, the rollover is you now learn.
- 1:06:42It's almost like a level up of your knowing the person like you
- 1:06:47knew they worked, you know, they worked a job or whatever, but
- 1:06:51then you get that plus 4 hex and it rolls over and now you know
- 1:06:54that they that they hate working that job that they have and, and
- 1:06:59you learn like a deeper amount of information about that.
- 1:07:02You learn like a new chunk of information.
- 1:07:04That's not that's not like totally codified, but that's how
- 1:07:09the book phrases and suggests it to you.
- 1:07:14So no, it's not that you know them less.
- 1:07:15It's that you've sort of hit the next step of the relationship
- 1:07:21mechanically. It it mechanically you do kind
- 1:07:25of know them less 'cause it does mean you are actually going to
- 1:07:27have a harder time helping that character.
- 1:07:30So in that regard, it's a little weird, but yeah, then from the
- 1:07:38basic moves we get to peripheral moves, and these are basically
- 1:07:42what they sound like, peripheral.
- 1:07:46They're not going to come up as often, but can be very helpful
- 1:07:51when they do come up. The peripheral moves, I don't
- 1:07:56think there were any in first edition.
- 1:08:00I think the peripheral moves are broadly new double checks.
- 1:08:14Yeah, I believe they're all new. So I mean, yeah, I'll just kind
- 1:08:21of go through them. So the first one is the the
- 1:08:24what's referred to as the harm move or the suffer harm move.
- 1:08:28Basically when you suffer harm, you roll plus the harm you've
- 1:08:31suffered. This is, I think, the only move
- 1:08:34in the game where you actually want to roll high instead of
- 1:08:38low, if I'm remembering correctly.
- 1:08:42You mean low instead of high? Low instead of high sorry yes,
- 1:08:46you want to roll you want to roll low instead of high yes,
- 1:08:50because on a miss it basically can mean like nothing bad
- 1:08:53happens. So yes, this is a move that you
- 1:08:56want to roll lower and the reason you want to roll lower is
- 1:08:58because you roll plus the harm you suffered.
- 1:09:02So if you suffer less harm, you have a better chance of rolling
- 1:09:05lower, which is better because if it was, if you wanted to roll
- 1:09:09high, that means you would want to take more damage every time
- 1:09:12to make this roll better. And obviously that's dump.
- 1:09:15So although I suppose you could have just made it a subtracting
- 1:09:21thing, you could have just said roll minus the harm you suffer.
- 1:09:25See, that's what would have made more sense just to me because
- 1:09:28everything else in the game is go high, not low.
- 1:09:31So. Yeah, it's funny 'cause it does
- 1:09:36say this. This first harm move is unusual
- 1:09:39in that it a hit is bad for the players and a miss is good.
- 1:09:42If you find that your players have trouble with this quirk of
- 1:09:45the move, roll it yourself against them.
- 1:09:46No grief. So yeah, use the GM could do it
- 1:09:50if they're like what? But basically the harm move is
- 1:09:53you do roll with the harm you suffered.
- 1:09:57If you roll high, a couple of things can happen, like for
- 1:10:00example you might only suffer 2 harm, but you roll really high
- 1:10:04on this roll and then one of the options the MC could choose is
- 1:10:06you're out of action, unconscious, trapped,
- 1:10:08incoherent, or panic. So like, you're not dead or
- 1:10:11anything but you just got fucking domed on the head so
- 1:10:13you're just out of the fight or out of the scene.
- 1:10:17It's worse than it seems. Take one harm and then there's a
- 1:10:20couple of 7-9 options. Basically the harm move is if
- 1:10:25you want to make a fight situation be a little more
- 1:10:28interesting, every time the harm is exchanged, you roll the harm
- 1:10:32move because it could potentially swing the advantage
- 1:10:35way in someone's favor or way screw them over.
- 1:10:38Or maybe nothing happens but it adds an element of like ah shit
- 1:10:42what's happening. The next harm move is if you
- 1:10:47inflict harm on another PC, the other character gets plus one
- 1:10:50hex off you for every segment of harm you inflict.
- 1:10:54Which I always think is funny because basically if you fight
- 1:10:57someone you get to know them better.
- 1:11:00Dante would be proud. Conversely, if you heal another
- 1:11:07character's harm, you get plus plus one hex with them.
- 1:11:11So similar thing, the difference being if you harm someone, the
- 1:11:18character gets plus one hex with you, whereas if you heal
- 1:11:21someone, you get plus plus one hex with them on your sheet.
- 1:11:26Excuse me? Then we have our barter moves.
- 1:11:30Basically, if you're throwing money around, there are moves to
- 1:11:33cover that too. If you give one barter to
- 1:11:36someone with strings attached, you're manipulating it.
- 1:11:39You can bribe somebody. Basically, if you go into a
- 1:11:44holdings bustling market looking for something particular,
- 1:11:47looking for some particular thing to buy, you roll plus
- 1:11:51sharp and then on A10 plus, yes, you can go buy it on a 7:00 to
- 1:11:569:00. There's a couple of options like
- 1:11:58it's not openly for sale, but you can find someone or it costs
- 1:12:01one more barter than you thought.
- 1:12:06Then you have this one I think is funny when you make it known
- 1:12:11that you want a thing and drop the Jingle to speed it on its
- 1:12:15way. Roll plus barter spent Max of
- 1:12:17plus three. It has to be a thing.
- 1:12:20You could legitimately get this way so you can't be like I would
- 1:12:23like a space laser cannon. No fuck off.
- 1:12:27On A10 plus it comes to you, no strings attached.
- 1:12:30On A7 time it comes to you or something pretty close.
- 1:12:33On a miss it comes to you, but with strings very much attached.
- 1:12:37I I hate that they they use Jingle in caps to make it like a
- 1:12:40proper noun and I'm like stop that.
- 1:12:42I don't like the way that sounds.
- 1:12:44Yeah, it's Jingle. You got money on you.
- 1:12:46Yeah, I want some. I, I just, I don't like it.
- 1:12:50I don't know why I don't like it.
- 1:12:52Side note, if anyone's curious, the game does not have any
- 1:12:55specific rules or it doesn't tell you what barter or Jingle
- 1:13:01is. It's just abstract money.
- 1:13:03It can be whatever you want in your game.
- 1:13:05I remember I had one campaign where it was like rare tulips
- 1:13:08that people traded. Just whatever you want.
- 1:13:11Yeah, I don't remember how we came to that, but yeah.
- 1:13:20Then there's a couple of moves. There's a couple of peripheral
- 1:13:24moves it mentions to, such as Insight and Augury.
- 1:13:29Technically you can't do these by default, but your playbook
- 1:13:32can give you these abilities. Insight is basically ask someone
- 1:13:38for advice. The MC being you will give you
- 1:13:42the advice via the NPC and then you can take a + 1 to further
- 1:13:45roles and then augury which is you reach into the world psychic
- 1:13:52maelstrom and do weird shit. It's you're, it's scrying
- 1:13:56essentially. You do not get augury by
- 1:14:00default, but the hocuses followers or the savvy heads
- 1:14:03workspace can give it to you for example.
- 1:14:06And then the last peripheral move is changing highlighted
- 1:14:09stats at the beginning of any session or at the end if you
- 1:14:12forgot. That's literally what it says.
- 1:14:14Anyone could say, hey, let's change highlighted stats.
- 1:14:17Any player and you can feel free to say to as an MC.
- 1:14:21When you do, when someone says it, do it.
- 1:14:24Basically you just change out what statue I've highlighted
- 1:14:26because maybe somebody's like, I don't want to roll my hard for
- 1:14:29XP anymore or whatever. That's the peripheral moves.
- 1:14:34Then we get to the battle moves. So these are also new, a new
- 1:14:40thing that came around with second edition, 1st edition.
- 1:14:43You basically just had Seized by force and that was it.
- 1:14:46And some people, I think, just wanted a little more
- 1:14:48granularity. When a fight is like a bigger
- 1:14:51deal, like a little scuffler or whatever, Seized by Force is
- 1:14:53five. But when you want a little more
- 1:14:54something, something, you have the battle moves.
- 1:14:58Technically the battle moves are in play whenever you want them
- 1:15:02to be, but generally you're going to use them for a big
- 1:15:06battle or a fight that's more important, or any kind of
- 1:15:10conflict or you want to get a little more granular.
- 1:15:16The battle moves talks about exchanging Harm a lot.
- 1:15:19Exchanging harm is just both moves take harm, which is equal
- 1:15:24to their weapons damage minus their armor.
- 1:15:27That's it. If you exchange harm, you
- 1:15:30literally exchange harm. Your first main battle move is
- 1:15:35Seized by Force, which is one of the basic moves, so I don't need
- 1:15:38to go over that. There's a couple variations.
- 1:15:40It provides for seized by force. So if you assault a secure
- 1:15:45position, roll to Seized by force, but instead of choosing
- 1:15:49to take definite control of it, you can choose to force your way
- 1:15:52into your enemy's position. Then it has one for keeping hold
- 1:15:57of something you have seized by force, Fight your way free with
- 1:16:02seized by force, or defend someone else with from attack
- 1:16:05with seized by force. So it's the same move with a
- 1:16:08little extra bullet point tagged on there when you have two PCs
- 1:16:15battling. PvP is kind of weird in this
- 1:16:19game because essentially you both roll at the same time.
- 1:16:25Decide what choices you're making from the roll.
- 1:16:29So for example, you both roll to seize by force as you try to
- 1:16:33brutally murder each other. And let's say both of you get a
- 1:16:377 to 9. You have inflict terrible harm,
- 1:16:40suffer little harm, take definite and undeniable control
- 1:16:42of it, or you impress, dismay or frighten your enemy.
- 1:16:46Each of you will select two of those and then the the MC will
- 1:16:51say OK, what did you pick and what did you pick?
- 1:16:55Contradictory examples cancel each other out.
- 1:16:58So if one player said I inflict terrible harm and the other
- 1:17:00player said I I suffer little harm, they just negate.
- 1:17:05And then the tech take definite and undeniable control and the
- 1:17:09impress dismay or frighten your enemy also negate each other.
- 1:17:15So PC combat can get a little weird, but it does mostly work.
- 1:17:21So yeah, then you have the single combat move.
- 1:17:30This one's a little weird. I, I almost don't like, I almost
- 1:17:36feel like this move is a little unnecessary because it's, I get
- 1:17:40why it exists, but it's like kind of boring because it's just
- 1:17:44damage. Basically when you do single
- 1:17:49combat with someone, no quarters exchange, harm, the first world
- 1:17:53plus hard. Basically it's just when you're
- 1:17:58just standing in the middle of the street throwing hands on
- 1:18:01each other or whatever. So is the idea that you're just
- 1:18:05always hitting, It's you're just at this point measuring damage?
- 1:18:09Like, no, you're not trying. No one's trying to dodge or
- 1:18:11block. You're just, you're just
- 1:18:13ensuing. This is a slugfest.
- 1:18:15Yes, you're just slugging the shit out of someone.
- 1:18:17Yeah, gotcha. You know, obviously if it's an
- 1:18:24NPC versus a player, the G Ms. just going to, you know, respond
- 1:18:28with the NPC as normal. But yeah, the basic idea is
- 1:18:31you're just fucking slugfesting each other.
- 1:18:35You're hurting it. You're going for it.
- 1:18:37There's only two options. Inflict terrible harm and suffer
- 1:18:40little harm. If you roll A10 plus on that,
- 1:18:42you get both of those things. So if you roll A10 plus and
- 1:18:46you're the gun lugger and you're gonna do 2 damage already, and
- 1:18:53then you inflict terrible harm and -1 harm, you're gonna throw
- 1:18:56hands with some random goober. He's gonna do no damage to you,
- 1:19:00and you're gonna knock his Dome out in like 1 one exchange.
- 1:19:04He's just going down because if you have the gun lugger move
- 1:19:09where you're treated as a gang plus one damage for you -1
- 1:19:14damage for him, he's just fucked.
- 1:19:20So I actually didn't mention the gang thing.
- 1:19:23I don't know. I don't remember where the book
- 1:19:25actually describes how that works, funny enough.
- 1:19:32It might be under gear, might be under the gear moves, I don't
- 1:19:36remember. After, after single combat, you
- 1:19:42have tactical and sport moves. These are the, you know, we're
- 1:19:47in a war with the other, with the enemy gang and bullets are
- 1:19:51flying and we need to, somebody needs to get to a different
- 1:19:54objective or whatever. So you have lay down fire, which
- 1:19:57is basically a move to provide covering fire or support someone
- 1:20:00or suppressing fire, that sort of thing.
- 1:20:04You have stand Overwatch. That is exactly what it sounds
- 1:20:08like. You, you, it's kind of like
- 1:20:11readying in action in D&D. You run stand over if you roll
- 1:20:14for stand Overwatch and then if somebody shows up, you know, you
- 1:20:20just, you just shoot them immediately.
- 1:20:22Yeah, overwatching is, is it's like suppressive fire, but
- 1:20:26you're you're firing at someone coming towards you to you're
- 1:20:29being preemptive about it. Yeah, you're giving someone
- 1:20:32Overwatch. They're like running away and
- 1:20:33you're you're laying down fire for them.
- 1:20:40Then you have the keep an eye out move.
- 1:20:42This is the the snipers on the roof checking things for you.
- 1:20:47Yeah. You can throw out plus ones for
- 1:20:49your team mates or you know direct or another one like
- 1:20:54direct an ally's attention to an enemy.
- 1:20:56If they attack that enemy, they inflict plus one harm.
- 1:21:00The battle moves are cool. It is, but it's funny they don't
- 1:21:03come up very much because you're not doing a lot of all out war
- 1:21:08type shit. Like if you're when you're
- 1:21:10busting out the battle moves, it's like a big set piece moment
- 1:21:12in the campaign. Oh, interesting, because I feel
- 1:21:15like I think this is just the leftover of me not having all of
- 1:21:18the satisfaction I wanted from playing Grant.
- 1:21:20But I keep wanting to play the sniper character, so I feel like
- 1:21:22I'd get a lot of use out of keep an eye out.
- 1:21:25I mean, you got a war situation. I mean, you can, you can as a
- 1:21:28player, of course, always push for like I'm trying to do this
- 1:21:33thing, like let me use this move.
- 1:21:35That's that's always on the table.
- 1:21:37I'm just saying broadly because battles don't tend to, you don't
- 1:21:45tend to have a lot of battles in the, in the bigger, bigger scale
- 1:21:49sense in Apocalypse World until it's a big moment.
- 1:21:51So they don't tend to come up as much.
- 1:21:53But you could definitely, as a player, go out of your way to
- 1:21:56push for them, or you could just be, you know, about that life
- 1:22:01and just be going after everybody.
- 1:22:04Yeah, yeah, yeah. Well, so we're just.
- 1:22:06Trying it in everyone's life. I really like hunt and prey and
- 1:22:08escape a hunter. Yeah.
- 1:22:11So then there's a yeah. So then we have the subterfuge
- 1:22:14moves, which are, you know, baiting a trap or chasing
- 1:22:22someone down or like fucking with somebody.
- 1:22:25So they're for ambushes and hunts and hide and seek as the
- 1:22:28game puts it. So you have to bait a trap move,
- 1:22:32which is literally you try to lure your opponent into a trap
- 1:22:36and then on a hit, you draw your prey into the trap.
- 1:22:40Otherwise they only approach your prey doesn't suspect you,
- 1:22:44otherwise they're alert or you don't expose yourself to extra
- 1:22:48risk. Otherwise any harm your prey
- 1:22:50inflicts is plus one. On a miss, the MC chooses one
- 1:22:53for you. Then you have you can also beta
- 1:22:59trap for another PC. They can interfere with that of
- 1:23:02course. Then yes, hunt prey as it
- 1:23:05describes it. When you're the cat, roll plus
- 1:23:09cool on a hit, you catch your prey out on A10 plus you're
- 1:23:13driven. You've driven them first to a
- 1:23:16place. If you're choosing say where on
- 1:23:18a 7 to 9 you've had to follow them where they wanted to go,
- 1:23:20they say where on a miss your prey escapes and then escape.
- 1:23:26A hunter is when you're a mouse roll plus cool on A10 plus you
- 1:23:30escape clean and leave your hunter hunt.
- 1:23:32Hunting on a 7 to 9 your hunter catches you out but only after
- 1:23:35you've LED them in place. A you're choosing on a miss,
- 1:23:37your hunter catches you out and the MC says where.
- 1:23:41Then there's some rules on PC versus PC cat and mouse.
- 1:23:46And then one that's really funny is turn the tables.
- 1:23:50When it's not certain whether you're the cat or the mouse row
- 1:23:52plus sharp on a hit, you decide which you are.
- 1:23:55On A10 plus you take plus one forward as well.
- 1:23:57On a miss, you're the mouse. Yeah.
- 1:24:07And then we have the road war moves.
- 1:24:10This is for living out your Mad Max Fury Rd. fantasies.
- 1:24:13Yes. You have boarding a moving
- 1:24:16vehicle, you roll plus cool minus.
- 1:24:18This is where the V these moves are where the vehicles, I don't
- 1:24:21know if you remember what the vehicles have stats, they have
- 1:24:25speed, handling and massive I believe it is for this one.
- 1:24:31If you board a vehicle roll plus cool minus its speed.
- 1:24:35So if it's a particularly fast vehicle, it's harder to get on
- 1:24:38there to board one moving vehicle from another roll plus
- 1:24:42cool minus the difference between their speeds.
- 1:24:46So you can't also jump from vehicle.
- 1:24:48Vehicle on A10 plus you're on and you made it look easy.
- 1:24:51Take plus one forward on a 7 to 9 you're on.
- 1:24:53But Jesus, let's quote on a miss the MC chooses you're hanging on
- 1:24:59for dear life or you're down and good luck to you.
- 1:25:05Then you have out distance another vehicle, which is
- 1:25:07basically lose them. You roll plus cool modified by
- 1:25:11the vehicle's relative speed. On A10 plus you out distance
- 1:25:15them and break away relative speed, meaning you know the
- 1:25:17difference from you to the other one.
- 1:25:22On a seven time you have to choose one.
- 1:25:24You out distance and break away, but your vehicle suffers 1 harm
- 1:25:27AP you don't escape them, but you can go ground to place your.
- 1:25:32You can go to ground in a place of your choosing or in a place
- 1:25:36you choose or they overtake you but their vehicle suffers 1 harm
- 1:25:40AP for the strain. Then you can overtake a vehicle
- 1:25:44which is the inverse of out distancing a vehicle.
- 1:25:48Then you have deal with bad terrain, which is just like, you
- 1:25:52know, driving through rough shit like oh fuck you know we were in
- 1:25:55the mud or whatever on A10 plus you roll plus sorry.
- 1:26:01When you deal with bad terrain, this is where your handling
- 1:26:03comes in. You roll plus cool plus your
- 1:26:06vehicle's handling. Now you might notice in this,
- 1:26:09wait a minute Josh, cool plus your vehicle's handling.
- 1:26:12If my vehicle has a handling of let's say 2 and I as a player
- 1:26:16have a cool of +2, I'm rolling plus 4I basically can't fail,
- 1:26:22correct? Yes.
- 1:26:23You basically can't fail in that scenario.
- 1:26:27Vehicles, if the the when the driver is in their vehicle,
- 1:26:31technically anyone can use a vehicle, but when the driver is
- 1:26:34in their vehicle, they are a golden God.
- 1:26:38This is kind of that. It's kind of that thing I'm
- 1:26:40always talking about with the thing D&D always bugs me where
- 1:26:48it's like, you can make an ability really powerful if it
- 1:26:51doesn't come up as often, right? The driver is not going to
- 1:26:54always have access to their vehicle, But when they do have
- 1:26:57access to their vehicle, they're fucking sick, you know?
- 1:27:00So because they don't get it as often, you got to make it really
- 1:27:03awesome as one example, and then you have shoulder another
- 1:27:11vehicle, which is just you fucking shoulder check them.
- 1:27:13You ram them on a hit, you shoulder it aside afflicting V
- 1:27:18harm, which is vehicle harm on A10 plus you inflict V harm plus
- 1:27:22one on a miss. It shoulders you instead
- 1:27:24inflicting V harm. V harm is just, it's like
- 1:27:30regular harm, but it is the attacking car's massive minus
- 1:27:35the defending car's handling step.
- 1:27:38So you do this, you do the math on that.
- 1:27:40That's how much harm the vehicle takes.
- 1:27:42And then you roll the V harm move, which works basically same
- 1:27:46idea as the regular harm move for a person, except it's, you
- 1:27:49know, it's a car. So you have different possible
- 1:27:51options that can happen, such as spinning out or crashing.
- 1:27:58And I think that's the that's the last Rd. war move.
- 1:28:01Yeah, it's the last Rd. war. So those are all the battle
- 1:28:05moves. Those are for when you want to
- 1:28:06get into the nitty gritty of shits going down the next
- 1:28:11chapter. I'm also going to skip.
- 1:28:14I know it seems like I'm skipping over a lot the next
- 1:28:17chapter's character moves. It is a very detailed breakdown
- 1:28:22of every move from every core playbook.
- 1:28:26I was wondering why this was here, but in hindsight I do
- 1:28:29actually like it because it does the thing that I keep talking
- 1:28:32about, where it goes. These are what these moves do.
- 1:28:36You'll see them used here, here, here.
- 1:28:38Here's an example of where you'd use it like.
- 1:28:42Yeah. That's the shit that I would be
- 1:28:45fucking. I would just have those stapled
- 1:28:48to my monitor. I know exactly what I just said,
- 1:28:50don't worry. Oh, staple deer monitor.
- 1:28:53That's dangerous staple. Gun.
- 1:28:55Staple gun through the screen, through the panel.
- 1:28:58Yeah, straight. Like that was like those old
- 1:29:00fucking ring maze videos where the kid just puts his first to
- 1:29:02the monitor. Yeah, nice.
- 1:29:07So yeah, I I'm not going to go through them all because take
- 1:29:10forever. Not not interesting or anything,
- 1:29:12but if you're playing one of the playbooks and you're confused
- 1:29:15about how a move works or you want to get a better
- 1:29:18understanding of your playbook, the character moves chapter is
- 1:29:21where you can look. Then we have the Harm and
- 1:29:25Healing chapter. Brother, we have 100 pages of
- 1:29:29this book. I mean, we're going to jump over
- 1:29:32a lot of shit Sonora Basic like the harmony healing chapter.
- 1:29:38I don't even really think there's a ton to go in here.
- 1:29:42We've talked about the Harmon healing, you know, role Harmon
- 1:29:45healing rules quite a bit. The main thing the main
- 1:29:50takeaways is like this tells you when would a player, like what
- 1:29:55circumstances does a player character suffer harm, right?
- 1:30:03And you know how much harm should they suffer in those
- 1:30:06circumstances. The useful bits of information
- 1:30:09in this are particularly for the MC 'cause really players don't
- 1:30:14need to know how harm works honestly, the GM will just tell
- 1:30:17them what to do so they can kind of ignore it.
- 1:30:22The couple of useful things in this chapter is 1.
- 1:30:26There is a list from zero harm to five harm examples.
- 1:30:33So 0 harm is things like grappling, dragging, physically
- 1:30:37restraining kids, throwing rocks at you.
- 1:30:39One harm fists and boots applied with intent, adults throwing
- 1:30:44rocks, a tumble down the stairs, a ricochet. 2 harm.
- 1:30:48A guy with a hammer, a crossbow, A handgun, SMG, A1 starry A1
- 1:30:52story fall, a glancing hit from a car 3 harm.
- 1:30:56Shotgun, assault rifle, Sniper rifle, Two-story fall 4 harm.
- 1:31:01A grenade in your lap. Serious fucking automatic fire.
- 1:31:05A three story fall on your head. Direct hit from a car, 5 or more
- 1:31:09harm. Big explosions being tied down
- 1:31:12and chopped in half with an axe. I just, I just really like that
- 1:31:17three story fall on your head counts.
- 1:31:19It's over piercing because fucking of course.
- 1:31:24Yeah, you're not wearing any Harbor.
- 1:31:25You're probably not wearing a helmet.
- 1:31:27It doesn't matter if you are, your neck isn't fucking.
- 1:31:29That too. Yeah.
- 1:31:30Yeah, that, that. Too, I just love the idea of a
- 1:31:35character getting pushed out the window.
- 1:31:37OK, he takes forearm armor piercing, of course.
- 1:31:40Armor piercing, of course. Yeah.
- 1:31:44So that's a really useful list when you, as it's basically the
- 1:31:47thing where you know, you're playing D&D and you're like, OK,
- 1:31:51they, they should probably should take some kind of damage
- 1:31:53here, but I don't know exactly how much damage.
- 1:31:54It's, it's a list like that, right?
- 1:31:56They should definitely take some harm in this scenario.
- 1:31:57What should I do? What kind of harm?
- 1:32:00This list is your best friend. You use it a lot when you're
- 1:32:03running this game. Now you might say also, why does
- 1:32:06it matter what 0 harm stuff is 'cause you could take 0 harm and
- 1:32:10still have the character roll the harm move.
- 1:32:13It would just be, they would roll 2D6 flat right, 'cause it'd
- 1:32:16be plus 0. So someone could get punched in
- 1:32:18the face or, or someone could get like a rock thrown at him by
- 1:32:22a child and it doesn't do any harm, but they roll badly on the
- 1:32:27harm move and then they like it hits him in the eye and then
- 1:32:30they're fucking fall to the ground and they're confused or
- 1:32:32whatever. Yeah, like there's still
- 1:32:33potential for things to roll into worse shit.
- 1:32:41Then it talks. It mentions a bit about, you
- 1:32:43know, filling up your segments and the as we established when
- 1:32:49the first 3 segments of your harm clock will heal by
- 1:32:52themselves. Once you get past that, you need
- 1:32:54medical attention. Once you hit six damage,
- 1:32:58effectively you're dead. When you die in this game, it's
- 1:33:04called life becomes untenable. You then have the option when
- 1:33:11your life becomes untenable, the player chooses one of these
- 1:33:14options. Come back with -1 hard.
- 1:33:17Come back with plus one weird Max of plus three.
- 1:33:20Change to a new playbook, or die.
- 1:33:27So essentially, you can die four times before your character's
- 1:33:31done, done, But you could also just die.
- 1:33:33Like your character could go down, life could become
- 1:33:35untenable the first time, and you're like, you know what?
- 1:33:37I don't want to play this character and they just die.
- 1:33:39You could do that too. Well, so that's kind of why I
- 1:33:41was saying it seems like you can die more than four times because
- 1:33:43you can come back up to +3 Weird.
- 1:33:46But it like let's say you have two hard, what then?
- 1:33:54Oh, these are all pick once. Yeah, You see?
- 1:34:01Yeah, yeah. You can't keep picking these.
- 1:34:08Where does it say that? I don't remember.
- 1:34:20Yeah. Because I I.
- 1:34:21Was reading through this section and I didn't notice anything but
- 1:34:26then I I was wondering like is the point in in this edition to
- 1:34:29just die until your little grungalow is so fucked up that
- 1:34:31you're like maybe, maybe it's time to retire this little guy,
- 1:34:34no. No, I, I, I'm I'm almost
- 1:34:36positive unless I unless, unless I and many other people online
- 1:34:43have been totally misunderstanding.
- 1:34:44If I remember correctly, these are like you can only choose
- 1:34:47them once. The buyer chooses, he decides.
- 1:34:58Yeah, I don't remember now, but I'm almost positive that's the
- 1:35:00case. So yeah, yeah, that's why it's
- 1:35:10that's why it's four times effectively.
- 1:35:16But I suppose I could be completely misremembering that
- 1:35:20That is possible. I'm going to give this quick
- 1:35:21Google search. Go for it.
- 1:35:24Grok How many times can you die? How?
- 1:35:27Many times can you die in Apocalypse World?
- 1:35:32So another important bit in this chapter is a when an NPC suffers
- 1:35:37harm. Because you may have thought to
- 1:35:40yourself, wait a minute Josh, you keep saying that enemies
- 1:35:44don't have stat blocks in this game, they do not.
- 1:35:47So how do you handle the PCs attacking them?
- 1:35:51So basically PCs all have a a harm countdown clock that's sort
- 1:35:57of like hidden in the sense that you don't need to write it down
- 1:36:00every time, but there's a little countdown clock example.
- 1:36:03One harm on an MPC is cosmetic damage.
- 1:36:06Pain 2 harm wounds likely fatal 3 harm, terrible wounds fatal 4
- 1:36:12harm immediately fatal. Mangling 5.
- 1:36:16Harm bodily destruction. Essentially.
- 1:36:20Most MPCS you can say have two, maybe three health.
- 1:36:27If they're a particularly important MPC, you might feel
- 1:36:30validated in giving them four or five, but that is generally not
- 1:36:33recommended Because people in Apocalypse World are normal ass
- 1:36:36people. Getting shot in the chest with a
- 1:36:38gun? You're going to have a bad time.
- 1:36:42They do. MPCS can obviously have armor
- 1:36:44though, so if you describe the MPC as having armor, then you
- 1:36:48know the they get shot with a gun minus the two armor, it
- 1:36:52might not do anything. That's the, that's the basic
- 1:36:58flow of it. You, the one thing you might
- 1:37:00need to keep track of is did this MPC take harm in this
- 1:37:05particular situation and are they wearing armor or not?
- 1:37:08That's pretty much all you need. And oh, and I guess what weapon
- 1:37:11does the MPC have if they're attacking the player?
- 1:37:14But also that could change very quickly.
- 1:37:16Like they could have a gun, lose the gun, pick up a bat, take a
- 1:37:18swing. You know, that's where the
- 1:37:20that's where the list of example harms comes in handy.
- 1:37:28So as the book describes it, NPCS don't get to take the first
- 1:37:31hit effectively for free the way PCs do when Keeler shoots an NPC
- 1:37:36in the face with her 9mm. Not like Bran the poor bastard
- 1:37:39is done. That's the basic idea.
- 1:37:45Well, so I guess, sorry, I'm still looking into this.
- 1:37:48The lowest your stat can go is -3 right?
- 1:37:52I believe yes. So I guess maybe that's the
- 1:37:55idea, right? Because you can take the plus 1
- 1:37:59+ 1 weird several times to a Max of +3, so I don't.
- 1:38:04Think that's your. That's not what it's saying.
- 1:38:08I think it's saying if you already have weird +3 and you
- 1:38:13take that choice, your weird stat will not go up.
- 1:38:18Ah. Because you can already have
- 1:38:20your stat at +3 when you go down, right?
- 1:38:24So if you choose that option, the stat will not go up, but
- 1:38:26your character's still alive. Because plus 3 is the Max for
- 1:38:31any stat in this game unless something explicitly says
- 1:38:34otherwise. Yeah, weird.
- 1:38:37Yeah, I'm looking around and I don't.
- 1:38:40Some people are like, yeah, you can die four times, you can die
- 1:38:42five times. You can just sort of die until
- 1:38:44you're tired of dying and then you choose death.
- 1:38:49Interesting disagreements. Specifically, the disagreements
- 1:38:52are coming from second edition, so maybe it was different back
- 1:38:57in the dizzy. Oh, that's a great question.
- 1:39:03Was it slightly? I mean, I have the other PDF
- 1:39:05open. Let me see if I can very quickly
- 1:39:08find it because I don't actually remember.
- 1:39:15I think you. Yeah, I think in first edition
- 1:39:17you did. You did.
- 1:39:18I don't. Players choose to mark ability.
- 1:39:23She got stability, harm styles. Oh yeah, that's right.
- 1:39:25First edition had debilities but that wasn't for that was for if
- 1:39:31you didn't want to go past 9 gang.
- 1:39:39Oh vehicle suffers harm. I just don't remember.
- 1:39:47I don't remember if there was a a rule for once you Max out.
- 1:40:08I don't know, I'd have to. I'd have to fish around to
- 1:40:11remember where the fuck how it worked in first edition.
- 1:40:14It's odd, right? It seems like people online are
- 1:40:16also disagreeing so I don't know.
- 1:40:18I was under the my understanding of the impression was you could
- 1:40:20die four times because each option you could only take once.
- 1:40:24That was my understanding. Evidently that's not as cut and
- 1:40:29dry as I thought, right? Which is annoying anyway, that's
- 1:40:38that's the MPC in harm stuff. Then it mentions.
- 1:40:42So this is where it mentions the gang stuff.
- 1:40:44So gang sizes. So if you're basically this game
- 1:40:50abstracts any kind of mass combat out, basically if you, if
- 1:40:55you have a, if you have a gang, like if you are, if you as a
- 1:40:58player roll up with your gang, there's either you either have a
- 1:41:02small gang, a medium gang or a large gang.
- 1:41:05For every increment of gang size, you deal one more damage
- 1:41:12and you take one less damage because there's just more of you
- 1:41:16than the other guys. And when you're using your gang
- 1:41:25as a weapon, which is to say like you're not involved, you
- 1:41:29don't take any harm your gang does.
- 1:41:31So gang sizes 10 to 25 is small, 25 to 50 is medium, 50 plus is
- 1:41:35large. Gangs inflict and inflict and
- 1:41:39suffer. Harm is established as usual.
- 1:41:41They inflict harm equal to their own harm rating minus their
- 1:41:44enemy's armor rating, and the harm and the suffer and oh,
- 1:41:49that's a typo, and they suffer harm equal to their enemy's harm
- 1:41:53rating minus their own armor. However, if there's a size
- 1:41:56mismatch, the bigger gang inflicts plus one and gets plus
- 1:41:59one armor for each step in the size difference.
- 1:42:01Oh, I phrased it wrong. They technically get plus one
- 1:42:03armor, same effect, so and then it gives you a little countdown
- 1:42:10clock. One harm to a gang means a
- 1:42:13couple of injuries, some serious. 2 harm to a gang means
- 1:42:16many injuries, a couple of fatalities. 3 is serious
- 1:42:19injuries, definite fatalities, 4 is many fatalities, and five is
- 1:42:23widespread fatalities. Few survivors.
- 1:42:28There is also it talks about will a gang hold together?
- 1:42:36If you have a strong leader present, they'll hold together
- 1:42:39up to 4 harm. If you have a weak leader or a
- 1:42:42leader who's absent, only up to three.
- 1:42:44If the leader is both weak and absent, they'll hold together
- 1:42:47for one or two harm. If they have no leader, 1 harm
- 1:42:50and they're done. APC gang leader can hold a gang
- 1:42:54together by imposing her will on it if she has a pack alpha or by
- 1:42:57ordering it to hold discipline if she has leadership, which are
- 1:43:03those are two playbook moves, but otherwise it follows these
- 1:43:08rules. If the PC is a member of a gang
- 1:43:15taking harm. How much harm the PC takes
- 1:43:17depend on her role in the gang. If she's the leader or prominent
- 1:43:21or a prominent visible member, she suffers the same harm as the
- 1:43:24gang does. If she's just someone in the
- 1:43:26gang or she's intentionally protecting herself from harm
- 1:43:28instead of fighting with the gang, they suffer 1 harmless.
- 1:43:32So yeah, basically it mass combat super easy in this game.
- 1:43:36You just establish the two big gang chunks and then smash them
- 1:43:40into each other as necessary. And then of course also you can
- 1:43:43zoom in and out on the situation where, you know, you describe
- 1:43:50the two gangs fighting and then a player says I'm going to break
- 1:43:52away from that, I'll do a separate thing.
- 1:43:54And that's where you can kind of zoom the moves in and out as we
- 1:43:57established before. Then we get to using a vehicle
- 1:44:02as a weapon, which was kind of talking about the V harm stuff.
- 1:44:07You can run people over and shit, as you might expect when
- 1:44:11you're hitting another. When you're hitting another
- 1:44:14vehicle, you do the whole V harm thing.
- 1:44:18A direct hit inflicts 3 harm, plus its massive, minus the
- 1:44:22target's vehicle, minus the target vehicle's massive and
- 1:44:25armor. So you can just, you know,
- 1:44:30T-bone someone. You can also.
- 1:44:34There's also some rules for running your vehicle into a
- 1:44:37building if you are so inclined. And then when a vehicle suffers
- 1:44:44harm you get the same kind of little countdown clock.
- 1:44:48Vehicles essentially give you like a layer of armor.
- 1:44:51SO1 harm to a vehicle means 0 harm blows blows through the
- 1:44:57passengers. It's mostly cosmetic damage.
- 1:44:59Two harm means functional damage on the vehicle.
- 1:45:03One harm can blow through to the passengers. 3 harm means you
- 1:45:07know greater damage. 2 harm blows through. 4 harm to the
- 1:45:10vehicle means it's breaking down or barely functioning.
- 1:45:13It can be prepared in the garage, in a garage, but not in
- 1:45:16the field. 3 harm blows through the passengers. 5 or more harm
- 1:45:20the vehicles toast. Full harm blows through to the
- 1:45:24passengers, plus they suffer additional harm if the vehicle
- 1:45:26explodes or crashes. So if you would, if you want to
- 1:45:31just take your SMG and try to pepper into a vehicle like a Mad
- 1:45:36Men, you you can. Probably won't go well, but you
- 1:45:39can. Then it reestablishes V harm.
- 1:45:43It's funny, I didn't realize how much this book does the same
- 1:45:46thing I was talking about with Fabula, where it reiterates a
- 1:45:50mechanic when it is relevant to the section that it's in.
- 1:45:54I caught that with the, with the, the, the moves, how they
- 1:45:58they were like, OK, he gave you some descriptions.
- 1:46:00Now we're really going to go into it.
- 1:46:02Fairpoint Yeah, yeah. Then we have, then you have some
- 1:46:08rules on buildings suffering harm.
- 1:46:13This works essentially the same as as a my brain, essentially
- 1:46:20the same as a vehicle, but the buildings can take a lot more
- 1:46:24harm. But it's the same kind of idea.
- 1:46:27They take a certain amount of harm, and some of that harm will
- 1:46:30blow through to the people in the building.
- 1:46:34As with vehicles, when a building suffers harm, there's
- 1:46:36two considerations. Structural damage to the
- 1:46:37building and how much of the harm blows through.
- 1:46:39Harm to buildings and other structures is non cumulative.
- 1:46:42Don't bother tracking a building's harm on a countdown.
- 1:46:45Shooting a building's three times with your 3 harm shotgun
- 1:46:48doesn't add up to 9 harm and make the building collapse.
- 1:46:51So essentially you got to be able to, if you want to like
- 1:46:55destroy the building, you got to have a way to do some big chunky
- 1:46:58damage, which as you might imagine, is quite hard.
- 1:47:05But if you blast your shotgun, you know, through the window or
- 1:47:09whatever, you might get a couple of people in there.
- 1:47:14And then there's a couple of weird kinds of harm.
- 1:47:16So there's sigh harm, which is if the psychic, the world
- 1:47:21psychic Maelstrom decides to fuck with your brain.
- 1:47:25Essentially when an MPC suffers sigh harm the M the MC creates
- 1:47:32her as a threat if necessary. Essentially if an MPC takes sigh
- 1:47:37harm, they just crack and turn into a Rav.
- 1:47:41You know a mad like a their sanity shatters or they change
- 1:47:45into a different kind of person. Or the psychic maelstrom is
- 1:47:48fucked with them and they are a danger.
- 1:47:51And that's anytime they take one harm from the maelstrom.
- 1:47:55So sigh. Harm doesn't have a number
- 1:47:57attached to it. It's just harm.
- 1:47:59Oh, it's just a binary. It's basically a binary, Yeah.
- 1:48:03So like as it describes with the suffer sigh harm move, it says
- 1:48:07when you suffer sigh harm, roll plus sigh harm suffered,
- 1:48:10typically roll plus one. Which is to say it's essentially
- 1:48:15always a one. But because it's sigh harm, it's
- 1:48:17gonna fuck with you in a weird way.
- 1:48:19There's not a lot of ways to take Cy harm like there are.
- 1:48:22I think there are a couple of moves that can deal it on the
- 1:48:24playbooks, and obviously you as the MC could dish it out if they
- 1:48:28try to get in touch with the Zika maelstrom and fail.
- 1:48:31But it doesn't. It's not one that you're using a
- 1:48:33ton. And if an MPC is suffering Cy
- 1:48:37harm, that's probably as a result of like a threat
- 1:48:40countdown or something like that, like a countdown clock,
- 1:48:43then you have S harm. This is basically you're being
- 1:48:46stunned, disable the target without causing any regular
- 1:48:50harm, use it on APC. And doing anything at all means
- 1:48:54doing it under fire. The fire is you're stunned and
- 1:48:59then you have D harm, which is deprivation.
- 1:49:02This is strictly for acute cases of deprivation, for scarcity and
- 1:49:07chronic deprivation. Create that as an affliction
- 1:49:10threat instead. Individual NPCS may suffer
- 1:49:15Deharm. For PCs suffering deharm, tell
- 1:49:18them the effects that they're suffering and if they can't.
- 1:49:21If they can't or don't alleviate their deprivation, inflict harm.
- 1:49:25Regular harm alongside it in increments of 1.
- 1:49:28Harm armor piercing. So if you're deharm, air
- 1:49:32asphyxiation, warmth, hypothermia, cool heat stroke.
- 1:49:36Basically it's like environmental stuff.
- 1:49:39You can also be dehydrated, starving, or sleep deprived and
- 1:49:43you will, you know, get fucked up from that if you don't solve
- 1:49:48that problem. And then it also gives you some
- 1:49:52brief explanations on how to utilize it on NPC populations.
- 1:49:58And then the healing chapter or the healing chunk of the harm
- 1:50:02chapter, I should say basically, there's not like a whole lot to
- 1:50:07say on healing. If you have an Angel in the part
- 1:50:09in the in the player pool. I was about to say party, but
- 1:50:12you're not really a party in this game.
- 1:50:14If someone's playing the Angel, the Angel can take care of you.
- 1:50:18Cool. If there is no Angel, you have
- 1:50:22to go to an NPC. If there are neither of those
- 1:50:26things, you're probably fucked. That's that's pretty much it.
- 1:50:35You can't really if if you don't.
- 1:50:40If you don't have a local MPC or Angel character in the game, try
- 1:50:47to avoid getting into a lot of fights.
- 1:50:48Is kind of where it comes out to a.
- 1:50:50Little odd because I feel like it almost pushes you to like,
- 1:50:53well we have to, we need to make sure we have an Angel and I
- 1:50:55don't. I don't think the game is
- 1:50:57intended for that level of medic.
- 1:50:58Because you, because you have the NPC medic as the option that
- 1:51:01you can always use and it's, it's pretty reasonable to assume
- 1:51:07that there's going to be an NPC medic in the, in the like where
- 1:51:12you guys live basically in your primary location.
- 1:51:17Fair enough. Like I there's, there's very
- 1:51:20rarely, and even if nobody has established that a medic exists,
- 1:51:24some of the playbooks will let you just say, oh, I know an NPC,
- 1:51:27Oh, they're the medic. Like some of them will let you
- 1:51:30do that. Even if that's not the case, a
- 1:51:36player could just say, is there a medic around?
- 1:51:38Can we establish A medic? And then the GM is probably
- 1:51:40going to say yes. Like it's really not the kind of
- 1:51:43thing you're going to say. No.
- 1:51:44The only, the only time, the only time this would this is
- 1:51:49like important is if the players are out on like a mission or
- 1:51:53something and they're really far away from town.
- 1:51:56Somebody gets really fucked up and there's no Angel in the
- 1:51:58party. That's a situation where it's
- 1:52:00like, sorry bud, you're probably fucked.
- 1:52:01There's no one around, you know what I mean?
- 1:52:05But yeah, no, there's not reliable healing because it's
- 1:52:08the apocalypse. There's no drug stores or
- 1:52:10pharmacies or any kind of magical spells to heal you or
- 1:52:13any of that shit. The game also says you can
- 1:52:19create an NPC medic but she isn't important.
- 1:52:21Medical care is pretty much an abstract given they pay their
- 1:52:25barter and erase their segments one for one.
- 1:52:27You should still give her a name, but don't create her as a
- 1:52:29threat until she develops into a real someone.
- 1:52:33Basically. That's that's basically saying
- 1:52:35it's a given. There's probably going to be an
- 1:52:36MPC around I the one where it says she's nobody important.
- 1:52:43I don't particularly, I, I would always make the medic somebody
- 1:52:46important, but you know, you can sort of avoid that if you want
- 1:52:49to. It seems almost like a, dare I
- 1:52:53say, necessity. Like it's weird to be like this
- 1:52:55is the medic. They don't matter.
- 1:52:57Go. Ahead, well, it says they don't
- 1:53:00matter. Don't create them as a threat
- 1:53:03until she develops into a real someone.
- 1:53:05Which is to say, they don't matter initially, but if the
- 1:53:08players interact with the medic a lot, maybe they turn into a
- 1:53:11character who matters. You know what I mean?
- 1:53:16And then gear and crap. Just literally what the
- 1:53:20chapter's called gear and crap. Basically, this is this section,
- 1:53:28you know, it tells you how to use, how to utilize your barter,
- 1:53:32your Jingle as it were. Again, it reiterates the
- 1:53:39lifestyle spending. It's a basically there's three
- 1:53:45ways for characters to gain barter, which is at character
- 1:53:48creation, you can work a gig or sorry, option 1, character
- 1:53:53creation option #2 work a gig. And then the third way is
- 1:53:58basically to strike a deal with an MPC.
- 1:54:01Then there's four ways to spend your barter, which is your
- 1:54:04lifestyle at the beginning of a session.
- 1:54:07The second way is spending barter by striking up a deal.
- 1:54:10You know, as before A1 time barter expenditure is subject to
- 1:54:16availability, but it might count for bribes.
- 1:54:19A few sessions higher of a simple labor, a few sessions
- 1:54:22maintenance and repair. A few sessions, tribute to a
- 1:54:25warlord, material, material cost for a crash, resuscitation by a
- 1:54:30medic. Basically one barter gets you a
- 1:54:33decent chunk of shit 'cause it's the apocalypse and money is not
- 1:54:36really like a thing that's going around very often.
- 1:54:39You're not doing any kind of my new tracking of money in this
- 1:54:42game at all. Third way to spend your barter
- 1:54:45is to bribe people with it. Obviously bribe people with it
- 1:54:51or go into a market or something like that.
- 1:54:54And then your fourth option is the MC might tell you you have
- 1:55:00to spend the barter in some fashion via the MC move of make
- 1:55:04them buy or take away their stuff.
- 1:55:11Then the most important thing in this chapter is the tags on
- 1:55:16equipment. So you don't have you don't have
- 1:55:24like super specific stat layouts.
- 1:55:26You don't have any kind of magic weapon stuff.
- 1:55:28Basically a weapon, a piece of equipment comes down to what
- 1:55:32harm does it deal? What are its tags?
- 1:55:36That's the main shit. So all of the tags are a lot of
- 1:55:44them will give you, you know, something specific.
- 1:55:47For example, it'll say plus some amount of it'll say plus N
- 1:55:52armor. That means that thing gives you
- 1:55:53plus an amount of armor, right? Very mechanical.
- 1:55:57Some of them will be what the game calls constraints.
- 1:56:01So for example, ranges on equipment are a constraint.
- 1:56:07The ranges go from intimate hand, close, close, far and far.
- 1:56:13Basically if the GM tells you that somebody is far from you
- 1:56:18and you have a weapon that is has a range of hand you you got
- 1:56:22to go get to that person before you can use your weapon on them.
- 1:56:26Then you have the obvious ones like N armor or N plus armor, N
- 1:56:31being just a variable letter hold placeholder for a number
- 1:56:35those give you. Those reduce incoming armor or
- 1:56:38add to your existing armor. Then you have N harm N plus arm.
- 1:56:42They have plus plus bonuses which is like it might be a
- 1:56:45bonus to a stat plus one hot forward plus one sharp when
- 1:56:49eyesight matters. Something like that.
- 1:56:51Goggles for example would give you like a + 1 sharp roll a
- 1:56:56choice, A plus one choice which is you know you can choose from
- 1:57:02a move allows the player to choose one more option from the
- 1:57:06move than her role would normally give her alive.
- 1:57:11Which is to say the gear is a living thing.
- 1:57:16AP means it ignores armor. AV means it is an anti vehicle
- 1:57:21weapon. I believe Anti vehicle weapons
- 1:57:25just straight up ignore the vehicle's armor if I remember
- 1:57:26correctly. Applied means like it takes a
- 1:57:32little bit of intimate type, so like a poisonous ointment or
- 1:57:37something like that would have to be applied.
- 1:57:39You need to like tie the person down and rub them down with the
- 1:57:42ointment or something or they need to, you need to trick them
- 1:57:44into letting you do it. The area tag.
- 1:57:48This is one that I think stresses a lot of GMs out.
- 1:57:52The area tag, basically the targets of the thing are subject
- 1:57:58to an area, not a singular person.
- 1:58:02It fully effects everyone and everything there, which is to
- 1:58:04say, like a grenade launcher would have the area tag.
- 1:58:09And I know some people who have run other games will probably
- 1:58:12hear a rule like that and be like, but how many people like,
- 1:58:15how do I decide? And the basic answer is just
- 1:58:18follow the fiction. You know, if there's three guys
- 1:58:21in front of the player and then three more guys on the roof and
- 1:58:26they shoot the grenade, it's not going to hit all six.
- 1:58:29It's going to hit the three guys in front of them, that kind of
- 1:58:32thing. Auto fire is basically the same.
- 1:58:37The the gun has an auto fire option.
- 1:58:39Again, fictionally, a lot of these are fictionally relevant
- 1:58:43things that will change the moment.
- 1:58:49Braced is like firing a gun, you know, like a sniper rifle.
- 1:58:52Braced up close, close far. Implaced is like a mounted thing
- 1:58:57far in hand. Those are ranges.
- 1:58:59High tech is it's high tech, which could matter for a
- 1:59:04multitude of reasons. Implanted, you know, it's under
- 1:59:08your skin in some way. It's implanted in your brain.
- 1:59:12Infinite. Throw one away.
- 1:59:15The character has another one and another and another.
- 1:59:18She has as many as she needs. This is, you know.
- 1:59:22Infinite throwing knives, for example.
- 1:59:24I thought that was I, yeah, I thought that was really
- 1:59:26interesting to have A tag for that specifically.
- 1:59:29Yeah, yeah, it's literally like, oh, I don't give a shit.
- 1:59:32They had, they always have it. And then from infinite we have
- 1:59:37intimate, which is to say, again, you need to be real close
- 1:59:41to the person. You need to be able to kiss him
- 1:59:45or or grapple him. Loud.
- 1:59:50It's loud, messy. It's loud.
- 1:59:56Also, like we were talking about before, if you hit someone with
- 2:00:00a messy weapon, it's going to do some major damage.
- 2:00:03It's making a mess. It's ripping things apart, it's
- 2:00:07causing pain. If somebody gets shot with a
- 2:00:10shotgun, you as the GM it with a like because the shotgun has the
- 2:00:14messy tag. You as the GM can say you lose
- 2:00:16your arm. That's within your rights.
- 2:00:18That's part of the weapon. Refill just means they need to
- 2:00:23like you know, a mortar shell for example, you have to refill
- 2:00:27after every shot, that kind of a thing.
- 2:00:29You also have reload. This is kind of a fictional 1
- 2:00:36where it's like if they have a gun, they need to reload, right?
- 2:00:39The game doesn't track ammo, but you might say if they rolled A7
- 2:00:43to 9 on a seized by force, they shoot somebody or whatever they
- 2:00:46kill the person, they now need to reload.
- 2:00:50That's like the seven to 9 success is like you got what you
- 2:00:52wanted, but now you got to reload Somebody else jumps you
- 2:00:55while you're reloading or something like that remote which
- 2:00:59is you. You know it's a remote control
- 2:01:01something S harm. That's like a stunning situation
- 2:01:06slow. It has to be reloaded and
- 2:01:10furthermore, the character has to take a specific action to
- 2:01:13load or ready it the first time before using it.
- 2:01:15So again, the kind of gun you have to like brace up or set up
- 2:01:19or attached to something tag is to say the character has to
- 2:01:24touch her target to use it, but only an instant of time.
- 2:01:28So it's not the same as intimate.
- 2:01:30You don't need to like hold it there, but you need to like slap
- 2:01:32someone with it. Valuable means it's it's a
- 2:01:35valuable item. Fictionally it's worth one more
- 2:01:37barter and warn you have to be wearing it in some capacity.
- 2:01:45That is is all the weapon tags as you as are all the the gear
- 2:01:49tags, not just weapons. I hear there's quite a few of
- 2:01:54them. Yes, there's quite a few.
- 2:01:55I have small issue with the revolvers in this game.
- 2:01:59Why do the revolvers have the reload tag?
- 2:02:01What the fuck does? What?
- 2:02:04Because it takes time to reload every shot.
- 2:02:07Other It's a revolver. There's six shots in the
- 2:02:09cylinder. Does the game assume that you're
- 2:02:11just fanning the hammer with every shot?
- 2:02:12Oh no. No no, no no no.
- 2:02:14You misunderstand. The reload doesn't mean every
- 2:02:16shot I have to reload it reload. It means if I run out of ammo I
- 2:02:20have to take some time to reload it.
- 2:02:25So like revolver has the revolver has the reload tag
- 2:02:29because when you run out, you then have to reach into your
- 2:02:32pocket and pull out six bullets and individually load each
- 2:02:35bullet. So it takes time to reload as
- 2:02:37opposed to a mag which you just slap into the gun.
- 2:02:41That's why it has a reload tag. Yeah, it doesn't mean every
- 2:02:46shot. It's not that every single shot
- 2:02:47you have to reload. The reload tag is like, oh
- 2:02:51player, you missed your role, now I'm going to punish you with
- 2:02:53a reload or something like that. I.
- 2:02:56See. Yeah.
- 2:02:58Yeah, there's a couple of, there's some common weapons and
- 2:03:01some common firearms listed out. Several of the playbooks also
- 2:03:05get specialty weapons or custom weapons and stuff like that, or
- 2:03:09weapons that are specifically only for their playbook.
- 2:03:11Like the Brainer has a couple of like Brainer gear, which is
- 2:03:15stuff that only they get access to.
- 2:03:19It also mentions a little bit about armor.
- 2:03:21Basically you either have one armor or two armor, or that's
- 2:03:25it. Like armor doesn't really go
- 2:03:27beyond two. It mentions a couple of
- 2:03:30distinctive weapons, which are say weapons that look a little
- 2:03:33fancier, such as scalpels or ornate daggers or ornate swords.
- 2:03:40Firearms that give you pause, which is to say, big fuck off
- 2:03:44firearms. Assault rifle, grenade launcher,
- 2:03:48grenade, 2 mount machine gun. You know or not.
- 2:03:52I I say big, but also silence. 9mm is on there because
- 2:03:56silenced. So yeah.
- 2:03:57I mean, if you get clipped and you don't know where it's coming
- 2:03:59from, you're like. Yeah, and then some large scale
- 2:04:02weapons like a 50 Cal, a sniper, RPG, anti tank, missile, so on
- 2:04:07and so forth. And then it mentions specialty
- 2:04:10gear, which is basically specialty gear is stuff you're
- 2:04:12only going to get from your playbook.
- 2:04:15You can't normally take it from, you can't just normally take it
- 2:04:20as is, although the GM might let you, of course.
- 2:04:24And then it lists out your vehicles, some sample vehicles,
- 2:04:27bikes and some cars and stuff, battle vehicles, which is, you
- 2:04:33know, as opposed to just a big car, it's a big car with a mini
- 2:04:36gun or whatever, or spikes on it.
- 2:04:38You know, it's, it's your war rig, quite literally.
- 2:04:44There's a whole bunch of crap on different.
- 2:04:46There's quite a lot of like if you want to get into the if you
- 2:04:48want to play the car guy, this game is great for you.
- 2:04:53Then it reiterates creating a vehicle as a threat.
- 2:04:55And then it gets in a little bit about prosthetics.
- 2:04:59The rules on prosthetics are very vague.
- 2:05:01We went over them last time. There's not a whole lot going on
- 2:05:03there. It mentions workspaces a little
- 2:05:09bit because the Savvy head or the Angel, for example, can both
- 2:05:13have workspaces. Basically, if you get a
- 2:05:16workspace from your playbook, it's going to tell you some of
- 2:05:19the specific rules about how to handle it in the playbook.
- 2:05:23And then you'll make some choices about your play, about
- 2:05:26your workspace, and then you can do projects within the
- 2:05:28workspace. And then there's a bunch of
- 2:05:31questions. This is kind of like the, this
- 2:05:33is the equivalent of the project's mechanic in something
- 2:05:36like Fabula for this game where you start something, you ask the
- 2:05:41MC, can I do this? And then the MC gives you a
- 2:05:43bunch of stipulations to do the project.
- 2:05:46I think this is actually the first time I saw a long term
- 2:05:49project mechanic like this. Was this game I'm pretty sure?
- 2:05:54Is this? Do you think this is the first
- 2:05:56game to do projects like this considering when it came out?
- 2:05:59I don't think so, but it like maybe I don't know.
- 2:06:07I don't know enough on the history to really say.
- 2:06:10Actually I I don't remember exactly when Apocalypse World
- 2:06:12came out to be honest. Wasn't it 20?
- 2:06:1813 Why did we look that up last time?
- 2:06:20I believe so. 2010. They they very well could be.
- 2:06:25Then I. Don't know, not sure.
- 2:06:29I find that a little hard to believe.
- 2:06:31I mean, D&D is from the 70s, you know, like somebody had a
- 2:06:34thought. Projects like that though, no.
- 2:06:36No, I know. But what I'm saying is there's
- 2:06:37such a space between the 70s and there, you know, there's 40 some
- 2:06:40odd years. I feel like somebody had to have
- 2:06:43thought of a similar mechanic in some fashion it.
- 2:06:48Just clocks are so. So that's.
- 2:06:53So well, that like it almost seems that they were
- 2:06:55concurrently designed. Weirdly funny thing about this
- 2:06:59mechanic, The project mechanic in this game technically doesn't
- 2:07:03utilize clocks. Oh.
- 2:07:06Yeah, technically you're just supposed to tell the the the MC
- 2:07:11I'm working on it and then the MC will say OK and then you're
- 2:07:16just supposed to keep asking am I done yet?
- 2:07:20Like there isn't actually. Weirdly, the game that kind of
- 2:07:23came up with the countdown clocks thing doesn't use the
- 2:07:25countdown clocks for workspace projects.
- 2:07:27Oh, I kind of hate that, right? It's weird it's luckily it's
- 2:07:31super easy to just slap a countdown clock on it anyway, so
- 2:07:35like it's not a big deal, but it is super weird that it's not a
- 2:07:37thing yeah. So yeah, you ask all the you ask
- 2:07:43the question, the MC gives you stipulations, but one of the
- 2:07:46options is it's going to take a while and then the how long is
- 2:07:51not specified. So yeah.
- 2:07:55Or actually, sorry, what it says is it's going to take hours
- 2:07:58slash weeks slash days slash months, but there's no specific
- 2:08:02like amounts of time. Yeah, weird thing.
- 2:08:04I personally, I handle it by just making a countdown clock
- 2:08:07anyway. But yeah, technically rules is
- 2:08:09written. It doesn't.
- 2:08:13And then last little bit in gang stuff, it gives you, it gives
- 2:08:17you rules, it gives you the tags cause gangs get their own tags.
- 2:08:21So it gives you the rules breakdown for gang tags, which
- 2:08:24are all their own thing. This is particularly relevant
- 2:08:26for the Chopper and the Hocus and the hard holder, I guess.
- 2:08:33And then you get what was the, what's the and the oh, and then
- 2:08:37there's the surplus and want rules.
- 2:08:39It reiterates here. That's for the Hocus, basically.
- 2:08:44Surplus, if you're playing the hocus, is what can your
- 2:08:47followers give you if things are going well and want is what do
- 2:08:50they demand from you. If things are going badly and
- 2:08:53you have a move that you check at the beginning of a session to
- 2:08:56see how your how your cult is doing, it can go very poorly.
- 2:09:02It's one of those things that you start the game with and it
- 2:09:05can be awesome or real bad. I don't know if I would want
- 2:09:13like on one end. I, I'm, I, I know I'm the kind
- 2:09:16of player who would really take advantage of having just a squad
- 2:09:20of minions. Yeah, but I feel like I would
- 2:09:23get very quickly annoyed with them and just have them all
- 2:09:27murdered. I would just heaven's date them.
- 2:09:30That's certainly an option. It's very much an option for
- 2:09:34sure. And then it the last thing it
- 2:09:37talks about is followers, holdings and establishments.
- 2:09:41So followers are what they sound like.
- 2:09:46You have a bunch of options to add tags and stuff to the
- 2:09:49followers, which is, you know, again, ties in with the hocus
- 2:09:53and stuff you're holding is if you're a hard holder, it's
- 2:09:57basically you're standing out. What's the population?
- 2:10:00What kind of gigs do you do? What kind of equipment do you
- 2:10:04have? Do you have an Armory, stuff
- 2:10:06like that. Is your gang disciplined or
- 2:10:09unruly? Basically, when you pick one of
- 2:10:11these, one of the playbooks that has one of these options, you
- 2:10:15have to pick a bunch of various choices for your for your
- 2:10:19followers or your holding or whatever it is.
- 2:10:21And it it removes or adds tags and shuffles things around.
- 2:10:29And then the establishment rules is for the Maestro D and that's
- 2:10:33the one that runs either like a nightclub or a restaurant or a
- 2:10:36drug den or whatever the fuck you want.
- 2:10:41A lot of the stuff in the gear section is actually taking shit
- 2:10:44that already exists on the playbooks and just moving it to
- 2:10:47that section if you want to reference it separately from the
- 2:10:51playbook itself. And we're actually gonna kind
- 2:10:56of, it's kind of a weird place to stop, but we're gonna stop
- 2:11:00there because the last. Well, so yeah, I mean, I will
- 2:11:08very briefly mention. So the last two chapters are
- 2:11:12improvement, which just improvement is the phrase that
- 2:11:15this game uses for leveling up. I've already explained how the
- 2:11:19improvement stuff works. You get the necessary XP, you
- 2:11:23get an improvement. You pick a new option from your
- 2:11:26playbook. It's very easy to level up in
- 2:11:28this game. There's not much to say boom
- 2:11:32bang boom, so I don't feel the need to spend any time on
- 2:11:36improvement. It does give you some advice on
- 2:11:39some of the improvement options that are a little more
- 2:11:42complicated, such as retiring your character or playing 2
- 2:11:46characters because every playbook has an option to create
- 2:11:50a second character. So you know that's fun.
- 2:11:56That's definitely the first time I've ever seen that be
- 2:11:58recommended in a role-playing game.
- 2:12:00Typically that's avoided like the fucking play.
- 2:12:02Like the plague. Yeah, it used to be more of a
- 2:12:04thing back in old school D&D day days where characters were kind
- 2:12:07of simple and you were expected to have like a bigger party.
- 2:12:10You'd sometimes play multiple character.
- 2:12:11Like first second edition times I'm talking.
- 2:12:14Well, yeah, I mean, I guess because there's the idea of role
- 2:12:16play is just lessened there. The idea is that you're just
- 2:12:18kind of using them. You're playing it.
- 2:12:21They're a board game, right? Yeah.
- 2:12:22Kind of, yeah. Closer to a board game.
- 2:12:25So yeah, it, it gives you advice on how to handle that stuff.
- 2:12:27And then I guess, oh, I guess 1 little thing I will mention is
- 2:12:31every basic move has an advanced version.
- 2:12:38And essentially what it does is it gives you a crit role.
- 2:12:42So there's no crits in this game, but if you advance a move,
- 2:12:47it essentially unlocks a crit role for the move in question.
- 2:12:52So for example, if you advance the move, do something under
- 2:12:56fire, you get the new option which says on a 12 plus you
- 2:13:02transcend the danger, the pressure and the possibility of
- 2:13:05harm. You do what you set out to do
- 2:13:07and the MC will offer you a better outcome, true beauty or a
- 2:13:11moment of grace. So each of the basic moves has
- 2:13:16this advanced unlock that you can get where you if you roll
- 2:13:21A12 plus you just absolutely doggone a motherfucker, you
- 2:13:24just, you just kill it. The Seduce or Manipulate 1 is
- 2:13:28really interesting because you turn them into an ally that the
- 2:13:35MC just cannot touch. Oh.
- 2:13:39Yeah, so choose so on a 12 plus. The MMPC does what you want and
- 2:13:44choose one of the following. Tell the MC to release, erase
- 2:13:48their threat type altogether and write in it instead.
- 2:13:51Ally friend, ally lover, ally right hand, ally representative,
- 2:13:55ally guardian, ally confidant. Basically you just remove them
- 2:14:00from the threat map and they are your teammate.
- 2:14:03End of discussion. That's pretty cool.
- 2:14:05I like that a lot. Yeah, the the critical role on
- 2:14:11Rita charge situation lets you ask any three questions.
- 2:14:14You not you want not limited to the list the the psychic
- 2:14:19maelstrom 1. You reach through the world's
- 2:14:21psychic maelstrom to what's beyond it and then it just says
- 2:14:25I envy you're finding out. That's all the advice on that
- 2:14:30move. I envy you're finding out.
- 2:14:35And then yeah, so lastly, just to again, I'm not, we're not
- 2:14:39actually going to go into it because it's quite a chunky
- 2:14:41chapter. Basically the advanced fuckery
- 2:14:45chapter is once you've played the game for a long time and
- 2:14:48you're like, you know, I'd like to, I'd like to make some more,
- 2:14:53I'd like to customize my campaign a little more.
- 2:14:55I'd like to add some more specific moves and rulings.
- 2:15:01This is the advanced fuckery chapter.
- 2:15:03Tells you exactly how the designer makes moves, comes up
- 2:15:08with the mechanics of the game. He basically lets you peek
- 2:15:11behind the curtain and tells you this is how you do it.
- 2:15:16So if you want to make sick custom moves, here you go.
- 2:15:19If you want to break the game, here you go.
- 2:15:22He gives you examples for like creating a custom stealth move
- 2:15:26or a move to steal things or moves if you want to play in
- 2:15:29like a zombie campaign. There's all sorts of shit in
- 2:15:35here, new types of like character move stuff, the
- 2:15:43recommendation of love letters, which is just kind of an
- 2:15:49interesting one. It's the idea that you go out of
- 2:15:54your way to say basically a bunch of time has passed in the
- 2:16:00campaign. Players roll, make me a roll to
- 2:16:05see what happened in the time skip and then pick a couple of
- 2:16:10options and then I will then implement them into the next
- 2:16:12session. So yeah, the advanced fuckery,
- 2:16:17it it, it basically breaks down the core mechanic of the game
- 2:16:20and tells you how to fuck with it to your heart's content and
- 2:16:22make whatever kind of moves this advanced.
- 2:16:25By the way, it's literally called advanced fuckery.
- 2:16:27In case anyone's curious, that is the name of the chapter.
- 2:16:31Yeah, Advanced fuckery. The advanced fuckery reason is
- 2:16:41why is where there's literally a section in it called Powered by
- 2:16:45the Apocalypse, so that's where that term is from.
- 2:16:50That's why Powered by the Apocalypse exists as a concept
- 2:16:53is because of this last chapter in the book it says so yeah,
- 2:16:58based on Apocalypse World, but Apocalypse World no longer
- 2:17:00question mark. Fuck Yeah.
- 2:17:02Here's a new set up move by Ben Ray for use in an Apocalypse
- 2:17:06World based zombie game. And then it's a couple of, it's
- 2:17:09some sample moves and that. So yeah.
- 2:17:15Then he lists out example moves that other people have made.
- 2:17:19One of them is a dungeon crawl game.
- 2:17:25Not not by the person you're thinking by a different person,
- 2:17:28but but did get made in. You know that did happen.
- 2:17:33So oh, here's one Here are here's some new basic moves by
- 2:17:39John Harper for an Apocalypse World based parkour game.
- 2:17:46John Harper, for those who don't know, is the author of Blades in
- 2:17:49the Dark, which is a kind of a Powered by the Apocalypse game,
- 2:17:54but it's so different and so unique that it started its own
- 2:17:58movement called Forged in the Dark.
- 2:18:01So now you have Powered by the Apocalypse game and Forged in
- 2:18:03the Dark game, even though the original Blades in the Dark is
- 2:18:06sort of a Powered by the Apocalypse game, but also sort
- 2:18:08of not. Do without what you will.
- 2:18:13It definitely has evolved to become its own thing.
- 2:18:16Oh yeah, Forged in the Dark is its own thing now, for sure, but
- 2:18:20it was. I don't know if he intended it
- 2:18:21that way originally or not, but yeah, that's yeah.
- 2:18:29Apocalypse World. We're done now.
- 2:18:32I never have to talk about it again.
- 2:18:35But he will. But I will.
- 2:18:39Let's say don't lie to the people like that.
- 2:18:40Don't do that. I will, you know, I, I will say
- 2:18:44as a, as a final thought before we get the hell out of here
- 2:18:47because Brett's going to be a little salty at us.
- 2:18:53I will. Yeah, it is.
- 2:18:58It is kind of funny because I will sometimes see people say I
- 2:19:06want to learn, like I don't get Powered by the Apocalypse as
- 2:19:11like a subgenre. I want to try and understand it.
- 2:19:14Which game should I play to understand it?
- 2:19:17And the answer I think is still Apocalypse World itself.
- 2:19:23Like, I think it is still the best game in the subgenre, which
- 2:19:30is a little crazy because usually the way these sorts of
- 2:19:33things go is, you know, the second or third iteration of an
- 2:19:37idea ends up taking the first version and making it the best
- 2:19:43because they can kind of see where the first version kind of
- 2:19:46fucked up or whatever, right? And then prove upon it.
- 2:19:50I I I I think Apocalypse World might still be the best Pbta
- 2:19:53game there is, which I know is like firm statement but.
- 2:20:00I mean it. Here's the thing, right?
- 2:20:03I've looked at quite a quite a good chunk of them.
- 2:20:05Yeah, well, I was going to say that doesn't surprise me because
- 2:20:11what it did shifted things so much.
- 2:20:16So dramatically. And it's still like.
- 2:20:21There's a reason why it's. Still the blueprint, right?
- 2:20:24Because it literally created the blueprint.
- 2:20:26No one had to reverse engineer the blueprint off of it.
- 2:20:29It came with one which I think is kind of worth its weight in
- 2:20:34gold. I I it's just, it's just so
- 2:20:40elegantly designed and it's so it's such a banger in such a way
- 2:20:47that is hard for me to describe It it like, and I just look at
- 2:20:51it and I'm like, damn, it's still, it still hits the IT
- 2:20:54still hits the best. I just, I don't know, man.
- 2:20:56It just hits. Like still be hitting.
- 2:20:58It still be hit. Like, yeah, like, you know,
- 2:21:00'cause like, 'cause you, you know, even in like video games,
- 2:21:03right? You imagine like everybody's
- 2:21:04like, oh, the original first person shooter, Doom, It's like,
- 2:21:07actually, no, the original first person shooter was Wolfenstein.
- 2:21:11But Doom took what Wolfenstein did and improved on it so
- 2:21:15greatly and had such a huge impact that people kind of
- 2:21:18forget that Wolfenstein 3D existed, you know, because Doom
- 2:21:23was the second iteration that really perfected it.
- 2:21:26So you would think, you look at the Apocalypse world, you're
- 2:21:28like, OK, So what was the second iteration that perfected it?
- 2:21:32Like, I don't, I don't think there is one.
- 2:21:34The only game I could maybe argue would be Blades in the
- 2:21:38Dark, but Blades of the Dark just grew into its own thing
- 2:21:43completely. So you know.
- 2:21:46Yeah, and like blades. In a lot of ways, Blades does
- 2:21:49sort of does sort of improve on Apocalypse World, but in its own
- 2:21:54version of it, it's very much its own style of it.
- 2:21:57Right. And another thing on blades is
- 2:21:59that it because it is sort of taken on a life of its own.
- 2:22:04Did it improve on it? Yeah, but it it's also, it did a
- 2:22:07bunch of its own things. Its own shit.
- 2:22:10It became its own blueprint with the flashbacks.
- 2:22:15Yeah, there's all sorts of little yeah flashbacks and, and
- 2:22:18the setting levels of risk and stuff like yeah, there's a bunch
- 2:22:21of there's a bunch of mechanics that exploded out into their own
- 2:22:25things. I and also Apocalypse World had
- 2:22:30the countdown clocks, but Blades made clocks like a core central
- 2:22:35feature, right? Like Apocalypse World uses them
- 2:22:37a little bit for for threats and for NPCS and stuff, but Blades
- 2:22:42really made projects and countdown clocks like this
- 2:22:44really core feature and applied them to all these different
- 2:22:47facets of the game to the point where it's like, yeah, it grew
- 2:22:50into its own thing. Because now when people
- 2:22:52reference the like a projects mechanic, they usually reference
- 2:22:56Blades, not Apocalypse World, You know what I mean?
- 2:22:58Yeah, that doesn't surprise me at all.
- 2:23:00Yeah, so it yeah, it's a crazy thing.
- 2:23:03If you're curious about power by the apocalypse, Yeah, my answer
- 2:23:07is still play Apocalypse World second edition.
- 2:23:10Like, yeah, unless, I guess unless you're really, really not
- 2:23:17down for the the post apocalypse vibe, at which point I don't
- 2:23:25know. And there is no pleasing queue.
- 2:23:28Yeah, I don't know, tough. I'd have to think about it.
- 2:23:29Tougher sell. You know what's funny though?
- 2:23:33The first, the first Powered by the Apocalypse game I played was
- 2:23:36Dungeon World. I played that before Apocalypse,
- 2:23:39yeah 'cause I was looking for something more D and DS 'cause I
- 2:23:41was looking for something fantasy.
- 2:23:43Yeah, I actually played Apocalypse World second.
- 2:23:49And I would not recommend Dungeon World as a great teacher
- 2:23:55of PBPBTA because, well, I don't think it's a bad Pbta game.
- 2:24:00I don't think it does as good of a job as teaching you how to run
- 2:24:03and actually play Pbta, you know what I mean?
- 2:24:08Like Apocalypse world. Apocalypse World does a really
- 2:24:10good job of of the teaching part.
- 2:24:12I think Dungeon World lacks that.
- 2:24:14It's funny. Matt thought about it and he
- 2:24:19told us he like, notoriously struggled trying to figure a lot
- 2:24:22of it's he was reading masks. Was he reading masks?
- 2:24:26Is that what it was? He was reading Masks, yeah,
- 2:24:28which arguably is an even worse teacher.
- 2:24:32Not because masks is a bad game, it's not.
- 2:24:33But Masks abstracts mass is kind of a weird game to learn from
- 2:24:40because it's like a third or fourth it, or it's like a third
- 2:24:43or fourth generation PBTA game. So it is abstracted so far away
- 2:24:49from the original that it it could be a little tricky to to
- 2:24:54fully understand it if you're not familiar, you know?
- 2:24:58Gotcha. And if you're coming at it a
- 2:25:00little too D&D pilled, which let's be honest, Matt is, it
- 2:25:04could be hard to to break Mass apart.
- 2:25:08I can't wait for this. Look like, like Matt is a little
- 2:25:13yeah, he's very D&D pilled. So he he's looking at everything
- 2:25:16through the frame of D&D and looking at Dungeon World or Mass
- 2:25:21or something like that through the frame of DND Kind of hard
- 2:25:23because it really doesn't map to it very well.
- 2:25:27I like, I love every time we, we like call Matt out on something,
- 2:25:30he'll just come into one of our voice chats and be like, fuck
- 2:25:32you guys. We'll just know.
- 2:25:34We'll just know. I'm not even saying it is a bad
- 2:25:37thing, I'm just saying it's a thing, you know?
- 2:25:39No, I mean, yeah, he's very DND brain for sure not.
- 2:25:43Yeah, sorry, but I can't really help you out here.
- 2:25:45Yeah, I mean, listen, we were talking about when we were
- 2:25:47playing Fabula, how the DND brain was fucking us up playing
- 2:25:50Fabulous, you know? So it's a thing.
- 2:25:54Anyway, I I could go on about the philosophy and the the game
- 2:25:59design stuff behind the maybe that should be a separate
- 2:26:01episode, just the philosophical standpoint behind Apocalypse
- 2:26:04World. That would be an interesting
- 2:26:05one. For sure, yeah, because I could
- 2:26:08go on and on and on. But anyway, let's be done
- 2:26:11because we we've run long and. That is going to fucking kill.
- 2:26:15Yeah, Brett's going to drop fucking tactical nukes on our
- 2:26:19houses. I I think this has.
- 2:26:21Been us. Brett threat has is still I'm
- 2:26:24going to turn what you're I'm going to what is it?
- 2:26:27Turn you, turn you into a dipod or.
- 2:26:29I'm going to turn you from a tripod into a bipod.
- 2:26:32Bipod. Yeah, that.
- 2:26:34Was that was such a loaded threat?
- 2:26:37Yeah, this has been us. If you enjoyed our ramblings,
- 2:26:44you can follow us on the social medias in the description Bang
- 2:26:49Boom Bang and go play Apocalypse World.
- 2:26:54Yeah. Giggity, Giggity.
- 2:26:59Jesus Christ.