Category:Powered by the Apocalypse
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Powered by the Apocalypse is a general RPG structure, approach, and set of game mechanics that first appeared in Apocalypse World. The approach to game play has spawned many games that use broadly the same framework, and similar approaches such as Forged in the Dark and Belonging Outside Belonging.
Key features of this style of game are:
- Play to find out
- These games generally don't have fixed outcomes or plots. Instead, people add to the conversation as they see fit, with each contribution adding to what has gone before. The conversation moves forward, and the various threads may or may not come to a resolution.
- Play as a conversation
- Playing the game is conceived as a conversation between all the players (including the MC, Master/Mistress of Ceremonies, the game's term for GM). People make contributions to the conversation and move the fictional situation forward. Other features of the game are brought in as needed to structure and guide the conversation.
- Principles and Agendas
- The game rules include both mechanics and numbers, but also firm instructions for how to bring about the intended play experience. These are embodied in the form of an Agenda and Principles that give the MC and other players instructions for how to move the conversation forward when it becomes their turn to speak.
- Playbooks
- Characters are described by their playbook, similar to a character class. The playbook describes the tropes of that particular type of character, often implicitly through the use of playbook-specific Moves, sets of attribute points, and XP triggers. A game about dungeon crawling might have playbooks for wizards, fighters and thieves, while a cyberpunk game would have hackers, drivers and infiltrators. The printed playbooks themselves often contain all the information you need for character creation and advancement.
- Moves
- Small-scale mechanical interaction is packaged in the forms of Moves (called Plays in Under Hollow Hills). Each has a fictional trigger ("When this happens…" or "When you do this…") and a procedure to follow to adjudicate the result.
- Most games have basic moves (useable by anyone) and playbook moves (unique to the individual playbooks). Basic moves are different for each game, as they depend on what's important in the game. A game about hunting monsters might have a move to investigate signs of a monster's presence, while a game about romance might have a move to read someone's emotions. Playbook moves give characters options that are unique to that character. It could be a modification to a basic move, like a wizard who can use their magic attribute instead of their tough attribute when getting into a fight. Or it could be a whole new ability, like a thief being able to find a place to hide undetected.
- 2d6 rolls giving mixed results
- Most Moves use a modified 2d6 roll to determine the results. Typically, a result of 10 or higher means you get all you were hoping for, a result of 7-9 means you get some of it, and a result of 6 or lower means things go badly.
- Games
- Some of the PBTA games that have previously been run at MK-RPG include:
- Dungeon World
- Monster of the Week
- The Sprawl
- Rapscallion
- Zombie World
- Kult: Divinity Lost
- Brindlewood Bay
- Thirsty Sword Lesbians
- Matrons of Mystery
- Under Hollow Hills
- Root
- Crowsmantle
Pages in category ‘Powered by the Apocalypse’
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