sell me on: making an Apocalypse Hack

If you’ve played Apocalypse World: when should Game X simply be an AW Hack? X is Spacerpunk here, but whatever. It seems like the thing to do.

ETA: I mentioned in a previous post that my resolution system keeps wiggling around while my settings and game structure feels solid. So, there’s that.

2 thoughts on “sell me on: making an Apocalypse Hack

  1. Some things that I ask myself, when considering an AW hack:

    Does it have an end? Like, a definite one, as in My Life With Master. If so, No, not an AW hack.

    Can you boil down the fictional actions that mean something to a clear, manageable list? If not, No, not an AW hack.

    For each fictional action, can you describe both the mechanical and fictional effects clearly and have them always apply? If not, No, not an AW hack.

    Do player characters and GM characters behave in fundamentally the same way? Like in GURPs, where the same rules describe everyone. If so, No, not an AW hack.

    Can you tell the GM how to make challenges for the players? Can those challenges play out any way? If not, No, not an AW hack.

    Does the play, in general, take the form of a big, open world that opposes the players in general ways, from which specific threats emerge? If not, No, not an AW hack.

    Do you have some cool mechanical insight to make? If so, why the hell are you even looking at AW?

  2. For me it’s more about the vibe of the game I’m writing. Is it about a rag-tag group of people with different strengths who work together out of necessity and sometimes fracture, who are always seen through crosshairs and never exactly safe or comfortable? If so, it might be an AW hack.

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