Tag Archives: Apocalypse World

System Split: Apocalypse World and the Burned Over Hackbook

It’s tough being the first. Back in 2010, before Dungeons and Dragons Fifth Edition (and before Fourth Edition Essentials too), Vincent Baker released the first edition of Apocalypse World. While the praise was immediate, the snowball effect of the game had just started. By the time Baker released the second edition, now (and from this point forward) sharing the byline with his wife Meguey Baker, Powered by the Apocalypse had become a force in the indie game world. After another five years, the Baker family revisited Apocalypse World again, with Vincent and Meguey working with their children to produce Burned Over.

There are two things about Burned Over which caused me to overlook it initially. The first was a misunderstanding, though also a reflection of how many indie games are made these days. Burned Over is a hackbook, and having not heard this phrase before I confused it in intent with an ashcan. An ashcan is essentially the game equivalent of a minimum viable product or Early Access; it contains the rules to play and a first draft of the written game while being otherwise incomplete. Burned Over is not incomplete; though some of the initial rules were released on Vincent Baker’s Patreon (of which I am a subscriber, full disclosure) in ashcan form, the hackbook as it stands is complete, laid out, and 100% playable. What hackbook means is that Burned Over is a hack of Apocalypse World released as a book; Burned Over requires Apocalypse World to play though this belies the differences made somewhat.

The second element which caused me to overlook Burned Over at first came from the description of what it was. When the Baker family undertook Burned Over as a project, it was described as a version of Apocalypse World which toned down the sex and violence of the original. My initial reaction was that this would be a bowdlerized Apocalypse World, and I didn’t really like that. Needless to say I was wrong, but it meant that I didn’t actually read Burned Over until I had seen praise of it elsewhere. Burned Over strongly recenters many elements of Apocalypse World without changing the core mechanics of the game or its core gameplay loop; this recentering both revises and strengthens the rules as well as shifts the game’s relationship towards its own setting. While this is perhaps too informed by recent discourse, I think Burned Over shifts Apocalypse World from genre emulation of post-apocalyptic film and games to being a post-apocalyptic work in its own right with its own setting. 

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Powered By The Apocalypse: How A Rule-System Nurtured A Queer Fanbase

My first openly trans character-after having come out as a trans woman myself-was a Bull in a Masks: A New Generation one-shot. She was a lone wolf archetype style character. It was even her hero name (original, I know).

My second trans character was also in a Masks game, but now a  campaign. Her name was Apollo and she was a Legacy: the first trans woman to bear the mantle in a long line of women. While Lone Wolf’s identity was simply a part of her flavour, Apollya’s trans womanhood was intrinsic to who she was and what her story was about. The good, the bad, and the ugly of it all. And it was what I wanted.

Masks was the first game I felt like I could be the type of character I wanted to see in the superhero media. No, in all media. And I soon learned I wasn’t alone. There was a whole ruleset with a welcoming community, of an easy to learn system with gatekeeping kept to a minimum. It’s Powered By the Apocalypse. And it is my favourite system. And in my opinion, the gayest.

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No Place Like (The Party’s) Home

When someone says the word ‘adventurer’, the picture of a steady home life is not often one of the images called to mind. The dusty road, the shadows between the megascrapers, the space between the stars, these are most often the places that adventurers spend their time and make their fortune – or lose everything. While being an adventurer, or really any type of player character. almost universally involves going where others won’t either physically or mentally, I think there’s something to be said for breaking the mold and giving them a tavern, a ship, a base, a business, a home. While it might not be the one they were all born to, a party of adventurers with a place of their own can certainly turn it into a place that makes them feel like they belong.

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Adventure Log: Grandfather’s Bastards, an Apocalypse World Tale

A world-weary medic, everyone’s Angel but not by choice. A naive young soldier, who becomes the Gunlugger to protect himself physically and emotionally. The Chopper, who’s still not sure what makes the difference between a leader and just another Rawsteak. These are just a few of the characters who came out of a short but intense game of Apocalypse World I ran between 2016 and 2017.

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System Split: Cyberpunk in Powered by the Apocalypse

Welcome to System Split! Here we’ll examine two very similar systems to see what sets them apart. When the genre, complexity, and even rules system are exactly the same, what makes a game unique? Let’s kick this off by looking at Cyberpunk in the Powered by the Apocalypse system with The Sprawl and The Veil!

Brought on the scene with Apocalypse World in 2010, Powered by the Apocalypse (PbtA) is an indie darling. Apocalypse World itself is a wonderful and incredibly atmospheric game, and the underlying framework has further cemented the game’s popularity and helped propel an entire subgenre of new games. With so many designers embracing the PbtA system, it’s no surprise that Apocalypse World has spawned multiple approaches to popular genres like Cyberpunk.

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Level One Wonk: A Novice’s Guide to Powered by the Apocalypse

Are you a Butt-Kicker, a Specialist, or a Story-Teller? There is a huge world of games out there to satisfy every player’s and group’s style. And while there are academic discussions in every corner of the internet, sometimes it’s best to start at level one. Join the Level One Wonk in exploring the possibilities that RPGs have to offer, from Aberrant to Zorcerer of Zo. This week’s offering: the Powered by the Apocalypse System!

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The Independents: MASHED

It’s 1950, and you find yourself assigned to the 8099th Mobile Army Surgical Hospital, posted to the embattled South Korea. North Korea has invaded their southern neighbor, and the United States and the United Nations have begun a ‘police action’ that will one day be known as the Korean War. Casualties pour in, and whether you’re a surgeon or a nurse or just a grunt who got stuck here you find yourself responsible for trying to save them body, mind, and maybe even soul. The days are long, the sights grisly, the fighting never too far away, and the stress unimaginable. Rotation home seems a long way away, and you’ll have to rely on your fellows to keep yourself alive and sane enough to make it. This is what it is to be a player character in MASHED from Brabblemark Press.

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Meet the Party: Apocalypse World 2E

The owner of a post-apocalyptic truck stop with a shotgun under the counter and debts to pay. A valkyrie of the wasteland, beautiful in the deadliest way with ice water in her veins. A traveler who lives and who’ll die behind the wheel of his ride, but not any time soon if he can help it. A tech expert who swears the machines talk to them, who’s so damn weird not even gunfire can faze them. Every Meet the Party article gives you an entire group of ready-to-play adventurers (maybe even some heroes) for your gaming needs for a variety of systems and settings. Get ready to open your brain to the psychic maelstrom, because we’re going to Meet the Party for the 2nd Edition of Apocalypse World from D. Vincent Baker and Meguey Baker!

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The Independents: Night Witches

On the Eastern Front of World War II the Russians and the forces of Nazi Germany laid waste to one another in one of the deadliest military campaigns in human history. Having begun the war ravaged by the internecine slaughter of the Great Purge, and having been savaged by the initial German offensives, the Russians were forced to draw from reserves and establish new units. Among them was the 588th Night Bomber Regiment. The aviators of the 588th were tasked with  perilous night harassment missions using outdated biplanes, and would go on to fly for 1,100 nights of combat from 1942 until the end of the war.

And every single one of them was a woman.

To each other, they were sisters. To the Red Army Air Force, an infuriating challenge to the ideals of soldiering and womanhood. To the Germans that they fought against, however, they were simply the Nachthexen – the Night Witches.

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