37

New and changed moves There are several new moves, with the largest additions being Road war moves (vehicular combat) Subterfuge moves (cat and mouse -style tracking) Tactical and support moves (laying down fire, standing overwatch and keeping an eye out) Single combat (plain 1-on-1 duking it out) Seize by Force receives clarifications for use in varying ...


19

It's not clear, but it sounds like you are letting the players call out moves instead of letting them trigger from descriptions. Apocalypse World breaks badly when this happens. It's playing the game backwards. The AP ammo works exactly as you describe, yes, and doesn't break anything. Gunluggers are absolute beasts and they will wreck anything they point ...


19

OK - I've been chewing on this issue and I think I've ferreted out what the source of the disconnect is. The MC Rules are RULES So - you're not bound to some kind of simulation where "all of the PCs are thinking about the situation." You're bound to the rules, which say that you're having a conversation. In that conversation, you're hearing one player at ...


17

Apocalypse World doesn't have a “mechanics are the fictional physics” design — both mechanics and non-mechanics are first-class citizens in the rules, and when the game says something happens, it happens even without being “backed up” by mechanical-looking things. It doesn't matter if it looks like a mechanic or “fluff”, it happens. In AW, game fiction is ...


12

Because of how harm works in Apocalypse World, there's actually two related but different questions here: How many times do you get shot? This depends solely on the narrative. The GM could decide they both shoot at you, or just one shoots at you, and even how many times they shoot at you. One of the descriptions for 2-harm in the book (AW second edition ...


10

Exchanging harm is a move like any other. It happens when the fiction triggers it: “When you exchange harm, …”. This can trigger because another move inherently causes such a fictional situation and calls attention to it, or during the Conversation with no other move involved. Keep in mind that moves aren’t push-buttons: that can’t be chosen or declared by ...


8

It means exactly what it says. Everyone, including PCs, is healed. The more interesting question for you to pose your players is “What's required for a true ceremony?”


7

The tag is just a reminder about the fictional facts It's not a mechanical instruction. It literally means that the weapon itself takes some kind of action — action in the sense of activity, not a game-mechanical spendable “Action” — by the fictional person holding the weapon to reload. It's describing a fictional fact about the gun. Like, a crossbow doesn'...


6

This is not explicitly answered in the playbooks, but fiction always comes first in Apocalypse World. As the workshop is described in-fiction as an Infirmary, it is specialized for that particular purpose and contains no other components.


5

… it's pretty common that I push reading a sitch and everyone rolls for it. I think you may be missing a critical premise of the *world games. To do it, do it. If you do it, you do it. — Vincent Baker A move isn't called or pushed. It is only and only triggered. And you should always start and end with the fiction. If someone says "I read a sitch", ...


5

This answer applies equally for both the first and the second edition of Apocalypse World. In the event a Go Aggro roll is successful, the MC or the PC playing the targeted character may always choose for the target to suffer the damage: "Force your hand and suck it up". This means to Go Aggro roll should not be treated as the default roll whenever ...


4

I see the assault rifle doing 4 harm (3-harm weapon base +1 harm from bloodcrazed). The gang inflicts +2 harm against him because of the reason in 1. Rules as written no armor is exempt from ap ammo. It just ignores all armor. It also makes sense realistically: If the steel plates that make up your hold wall or your vehicle are too thin to stop your bullets ...


3

Infirmary: you get an infirmary, a workspace with life support, a drug lab and a crew of 2 (Shigusa & Mox, maybe). Get patients into it and you can work on them like a savvyhead on tech (cf). I would just claim exactly what it says. Three reasons: In the fiction, the thing you have is an infirmary, which is specifically a hospital-like workspace for ...


3

As with almost everything in AW this is as much mechanical explanation as you will get. As the MC you are free to frame the need to reload as you see fit. Usually a reload should happen just so but to reload in the middle of a firefight (or reload quickly enough) may be Acting Under Fire. And with stranger contraptions you may need some competent assistance ...


2

Everything follows a narrative. When PCs make a move they do the things the move is about. If players just say they're making a move by name, the canonical response is "Cool, what's that look like?" Some fictional scenarios might preclude moves: maybe Rolfball kicks in the door and starts shooting wildly, and you're caught out and haven't got time to study ...


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