"You gotta do what you do best to survive these days, kid, and me? I'm real good at killing. Ain't nothing personal."
- - -
You don't want to be around when Plum walks into a room. She's got eyes like mirrors, ain't nothing you can see through them but a reflection of yourself. I know a guy who tried to touch her, once, he walked out of that place with one less hand. She grabbed a knife and stuck it through the hand on the wall above her table, like she was sayin', that's what happens if you mess with me.
Then she just started having lunch, like it wasn't no goddamn deal that she just maimed a guy.
Bitch is cold, man, and you'll stay away if you know what's good for you and yours.
- - -
Apocalypse World is a game about living in a world that has been destroyed, shattered, brought to its knees and forced to beg for its enduring survival. There's people alive, sure, but they're living in post-apocalyptica. It's a world where you're surrounded on all sides by fundamental scarcity, and you don't just have to worry about people - the land itself, the air, the feelings in your heart? They're all against you, too.
Nobody remembers how or why. Maybe nobody ever knew. The oldest living survivors have childhood memories of it: cities burning, society in chaos then collapse, families set to panicked flight, the weird nights when the smoldering sky made midnight into a blood-colored half-day.
Now the world is not what it was. Look around you: evidently, certainly, not what it was. But also close your eyes, open your brain: something is wrong. At the limits of perception, something howling, everpresent, full of hate and terror. From this, the world's psychic maelstrom, we none of us have shelter.
- - -
"You got enough barter, you can live for a day - you build yourself an idea and make it real? Man, you'll live forever, you know?"
- - -
The Chinaman had seen deals go bad before, but nothing like this. When Balls had opened fire on him and the crew, shit, he couldn't get out of there fast enough. Too bad about Dremmer, though, she was a good kid, but he'd had to leave her behind. Otherwise, how else was he supposed to get out?
Of course, now he was trapped in Balls' compound, probably with half of the fucker's gang hunting him down.
Breathing slowly, the Chinaman started to skulk his way through the ruined remains of buildings that comprised Balls' holding. He knew that if he got to the fence, it'd be an easy escape from there - Yusuf was waiting in the bus, and that ride had enough armour and firepower on it to pull out of any shitty situation.
He turned a corner and found himself face to face with one of the gang. A kid, barely old enough for his own balls to have dropped. Eyes wide like hubcaps, incertain, gun still held askance and unready to fire.
The Chinaman grabbed the kid by the throat and applied pressure until he wasn't breathing anymore.
- - -
Apocalypse World is heavily defined by the mixture of prescriptive and descriptive that comes up in play. The world itself is created pretty much on the fly in the first session, and in the sessions after that, the MC (Master of Ceremonies, this game's GM) will introduce threats against you, each with their own desires and wants. You'll have to choose your battles wisely, and hell, that's if you even decide to battle at all. The game isn't about the MC being your adversary, it's about everyone being a fan of the characters, and wanting to see what the hell happens to them, what they can do about the problems in the world.
If you want some media examples, think Firefly, The Road, The Proposition, maybe even Sons of Anarchy. The characters are special and set apart from everyone else, but they're still threatened by almost everyone they meet, either by ambition, hunger, love, or decay. It's a game where we don't have a proper storyline, no pre-arranged plot points that the MC throws at you. We have all the threats coming at you, and it's up to you to see how you deal with them.
The fun also comes from the fact that the PCs don't need to all be allies - they can dislike each other, conspire against one another. Hell, maybe sometime, the characters will go to war. But that's the fun of Apocalypse World - how will things resolve?
- - -
"Don't worry, child, I'm very brilliant and sane. Now let's take a look inside your brain."
- - -
All of this discussion is pretty useless, though, unless we have ourselves a game going on!
I'm looking to start an IRC game, played on a weekly basis. If you can regularly set aside three or four hours on one night a week (preferably a weeknight), and think you can do well at being a good storyteller, you should think about signing up. New players are welcome, but please be warned that if I don't have any experience of playing with you, or seeing you in a game, it might be harder to decide on who plays. But that can all be talked out!
Apocalypse World plays best with smaller numbers, so I'm looking for three or four players
. Character signups will last until I have enough, maybe extend a little while longer.
Character creation and a basic outline of the rules are in the posts below.
A few points about this game:
- The game will be run on IRC, in the SlashNet channels #aw and #awooc
- If you want to ask me any questions, just go ahead and either ask me on IRC (I am online most days) or by posting here in the thread.
- If you want to see how the game looks in play, I can link you to the IRC logs of one of my previous games that lasted about 10+ sessions before we ended the storyline.