Tag Archives: actual play

Apocalypse World AP3

I’m happy to report that our third session of Apocalypse World is the best one yet. At least in terms of rules cohesion and smooth flow of play. I am internalizing the MC moves much better at this point—to the point that I can usually identify what move I make when I make it, but I don’t have to look at the MC trifold to prompt it. As such, snowballing went much better this session as well.

Here’s what went down:
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Apocalypse World AP2

Last night, the second session of our Apocalypse World campaign. Things got incrementally more interesting—which is, I think, what I was going for. I came to the session armed with two fronts, each with plenty of threats. Maybe not enough custom moves, but I wasn’t really sure how the player characters were going to interact with them yet. I’ll probably be tweaking the custom moves I have and writing new ones as I get more comfortable with that process.
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Apocalypse World AP

A little late to the party, I know. But I just finally ran Apocalypse World for the first time. It’s an amazing game. I recommend it.

I realized last night that this is the first game I GM’d that wasn’t my own in way too long of time. I’ve brought games like Fiasco, A Penny for My Thoughts, and How We Came to Live Here to tables, and been the guy who taught the rules, but none of them require a GM really. And of course I’ve been running play tests of Technoir and Noblesse Oblige, but it really felt like I was working muscles I hadn’t for a while. 

I printed out all the standard trifold playbooks and had them sitting on the table for players to look through. They chose a savvyhead, a skinner, an angel, and a driver. We’re talking three veteran players and one new player, so you know. All of us new to AW.
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Double Extraction–Inception via Don’t Rest Your Head

On Wednesday nights right now we’re running a short campaign play-testing the rules for Noblesse Oblige, the lordship supplement for Chronica Feudalis. However, last night we were one lord short and a little crunched for time so we quickly threw together a one-shot of something else.

You should know that I have always been very fond of the Don’t Rest Your Head rules system ever since Dan Bayn (you know, of Wushu fame) ran it for us last year. You should also know that I’ve had a huge itch to play some role-playing implementation of Inception since I saw it a couple of months ago. I figured these two thing would go together like bread and butter. You should know that they do.

They go so well together that Fred Hicks made his own Inception game based on a hack of his DRYH rules and ran it on Skype not long ago. Dan actually participated in that game. He could have probably regurgitated Fred’s rules for us, but we decided on a more straight-forward re-skinning of the DRYH dice pools.

So I wanted to share what we came up with. Before you read any further, you might want to make sure that you’re familiar with DRYH as well as the film Inception. Spoilers and all that. Read more »