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Apocalypse World 2nd Ed

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MC, and the rst session—and skim the rest, to get a handle on your job<br />

as the MC.<br />

PLAYBOOKS<br />

e game’s playbooks and reference sheets contain all the rules that<br />

the other players need to play: rules for creating and introducing their<br />

characters, having them take consequential action in play, and changing<br />

and developing them as play continues. Print them out before you play<br />

and bring the set with you to your rst session.<br />

You can nd them as free downloads at apocalypse-world.com.<br />

THE CONVERSATION<br />

You probably know this already: roleplaying is a conversation. You and the<br />

other players go back and forth, talking about these ctional characters<br />

in their ctional circumstances doing whatever it is that they do. Like<br />

any conversation, you take turns, but it’s not like taking turns, right?<br />

Sometimes you talk over each other, interrupt, build on each others’ ideas,<br />

monopolize and hold forth. All ne.<br />

ese rules mediate the conversation. ey kick in when someone says<br />

some particular things, and they impose constraints on what everyone<br />

should say after. Makes sense, right?<br />

MOVES AND DICE<br />

e particular things that make these rules kick in are called moves.<br />

9

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