To lug or not to lug?
After a disappointing aborted attempt
to run APOCALYPSE WORLD last summer, I’m finally getting a chance to play it in
the near future – on the player side, not the GM, but still. It’s a game I’m
looking forward to.
Looking at AW now, after the explosion
of games that emerged using the same basic engine, it’s interesting how well it
holds up in some ways and how it has been surpassed in others. The structure of
the game, with its cycle of risk and consequences, the formality of “moves”,
and its rigid role for the MC, have become familiar and even common parts of
the gaming landscape now, but they were a seismic shift in roleplaying when
Vincent Baker launched the game in 2010. Can it really be that long ago
already? I remember reading it for the first time and being left with a
profound sense of unease at the way the MC’s role was restricted. And
“special” sex moves? Huh? Do we need mechanics for that? Really?
It was Avery McDaldno’s MONSTERHEARTS
that really opened my eyes to how this game system works best, with her lucid
explanations and razor-sharp focus on the theme of teenage monsters exploring
their sexuality. It was also the first game to show the limitations of the
source material, I think, because I think Avery’s take on the sex moves idea
improves on Baker in every way. (Much of this comes from the idea of “strings”
that powers MH, but I digress.) Reading AW after MH, it’s clear that many of
the sex moves are not that interesting, although the idea was powerful
and important. So important and powerful that most other creators who’ve made
use of the system have quietly ignored them and moved on to more familiar
gaming territory. Such is gaming orthodoxy.
Playing a long arc of DUNGEON WORLD
online has given me what I feel like is a good grasp of the central mechanism
of these games – the 2d6 plus modifier roll by the player, and the unintended
consequences that make the action “swing” in different directions when that
roll doesn’t go according to plan. Whole episodes of DW online were shaped by
the Moves I made to respond to a player Miss, which is pretty neat on the GM
side of things. I felt – perhaps wrongly – that I was compelled to use the
online tools to make traditional “dungeons” for my game, but they would often
get embellishments that I didn’t plan on. Make maps, leave blanks. I
learned by experience the difference between Soft Moves and Hard Moves, and how
a Soft Move can actually be pretty powerful and satisfying.
One thing that has absolutely not been
improved upon or equaled is Vincent Baker’s kick-out-the-jams,
take-no-prisoners tone in the original APOCALYPSE WORLD text. This was a game
that intended to kick you in the teeth and steal your milk money while
you were squirming around on the ground. The language was salty and aggressive,
slapping you upside the head every once in a while just to make sure you’re
paying attention. It’s a game that sets out to hit our assumptions about gaming
and the relationship between players and the GM at two hundred miles per hour
with a supercharged muscle car covered in spikes and armor plates.
Hell yes.
So that brings me back to my problem:
what playbook do I want to take on?
I tend to gravitate toward soulful
tough guys, and it would be very easy for me to take on the Gunlugger and have
a lot of fun with it. A part of me likes to be aggressive and violent in games,
and it must be said, most games are A-OK with that mode of play. Although
violence is not generally going to win you many friends, in games, it’s a valid
way to shake things up and have an influence in the game world, and no matter
what way the Apocalypse ends up looking in our game, chances are it’s going to
need a few ugly buggers who are good at kicking heads and shooting people in
the face.
My only qualifier is that I feel like
I’ve played this type of guy one too many times, maybe, and I’m not sure I have
a really novel way of approaching it. Which begs the question, do you need
novelty in your gaming? Or is the satisfying and familiar enough? I like to
challenge myself, but I’m not sure what kind of challenge interests me at this
point.
The Savvyhead, the psychic
mechanic-type, also appeals: someone who taps into the Weirdness that is
ever-present in the Apocalypse. With another player taking the Brainer,
however, that might skew a game a little too far toward the Weird end of the
scale. I also know that Megan is planning to take a Driver – and having a
character who emphasizes mobility while another has a static workshop might not
be a good combination. Still, I like the idea of playing a Maker,
someone who’s actually trying to build things and make things work. A fighter
against the all-encompassing entropy that is the Apocalypse. I just can’t quite
picture what that person is like, yet.
The Operator also appeals to me,
because it’s the closest to another archetype that I gravitate toward: the
weasely little sneak-thief. The Operator is a guy with his fingers in a lot of
pies, or a lot of dikes, if you prefer. I could angle it so that he was
a thief and a con man, if I liked, or a low-rent killer, or a scout. This is a
guy I can see pretty clearly in my mind, a quick talker, a trouble-maker, the
sort of character that Steve Buscemi plays an awful lot of. I think you need to
understand the humanity of a character like that, though, or it could grate on
the player as much as he will surely grate on his associates. What’s that guy
trying to build? Who does he love, and what’s he willing to sacrifice to
protect them?
I’m not that interested in playing any
of the playbooks that focus on having minions or big responsibilities, like the
Hardholder, although that does mean you get to define a big chunk of real
estate in the game. The Battlebabe interests me, but I have trouble imagining a
character that’s so good at causing trouble in the game not being able
to protect themselves better. You almost inevitably rely on others to clean up
your messes, and that’s not cool (for me, anyway). The social aspect of the
Skinner is appealing, but I don’t really have an angle on it that I can see as
being fun to play quite yet. You kind of have to be a politician, but without
any of the trappings of the Hardholder. Maybe the idea is to build up your own
empire in play. I might be able to get behind that. I tend to like Quixotic
optimists, people who believe in something.
Still. It can be a lot of fun being the
most dangerous guy in the room…
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