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2011-10-03 Apocalypse World

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Summary: I think our Indie game night will play Apocalypse World for another one or two sessions before switching to something new. I'm not sure I'd want to play it again, but I'm interested in playing Dungeon World, now.

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< * The *rigid list of moves* players are allowed to choose from. I feared it would play like D&D for Dummies. In the end, however, it feels quite flexible. On the contrary, by listing common actions and the required skill test, it's actually easier to pick a move and continue playing.

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> * The *rigid list of moves* players are allowed to choose from seemed very artificial. I feared it would play like D&D for Dummies. In the end, however, it feels quite flexible. On the contrary, by listing common actions and the required skill test, it's actually easier to pick a move and continue playing.


The End… Today we played our second session of Apocalypse World. I think I like it. There were many things about the game I suspected I would not like:

I liked the barter system and the way successes are described. Essentially you can have partial successes and full successes for every “move"—and many of the move descriptions also have a list of four or more items with a partial success meaning “pick one” and a full success meaning “pick three” from the list. That’s awesome.

I think our Indie game night will play Apocalypse World for another one or two sessions before switching to something new. I’m not sure I’d want to play it again, but I’m interested in playing Dungeon World, now. :)

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