[RPG] Does an Apocalypse World Campaign Really Work with Just 2 Players and an MC

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While the AW rules state that the game can be run with "3 or more players, including you [the MC]" I am curious if anyone has run an AW campaign with just two players and an MC.

I ran a game with two players, with each of them running a primary character and a secondary. After two or three sessions we ended the game because we felt it wasn't possible to generate the requisite amount of emotional interaction between player characters. The two primary PCs (a Hocus and a Chopper) maintained an alliance in which the Chopper's gang provided security for the Hocus' cult in return for food and other necessities, any real conflict between the two of them would have made running the game extremely difficult.

While emotional interaction between the player characters and various NPCs brought a lot of life to the game, interactions between primary and secondary PCs seemed contrived, as if the players were running NPCs. Neither player wanted to run his primary and secondary characters as allies, because that would subtract much of the ambient mistrust that makes the game so interesting. Putting them in conflict with each other would create a bizarre faux drama.

Has anyone had success running an Apocalypse World campaign with just two players and an MC? If so, what techniques did you use to avoid the problems our group encountered?

Best Answer

I'm the MC that SevenSidedDie was referring to. In our game, we had a Hocus and a Hardholder who were, at times, allies, enemies and mistrustful participants in the advancement of the community they both needed to survive.

The way I handled it was with the PC-NPC-PC triangle. I put all the major NPCs in between the two characters. I put the characters at odds with each other via the NPCs and their pressures / desires / actions. Look at the things they both have stakes in and ask them to solve those problems. For us, it was an easy job - divide the community by Church and State. Let's say Kettle doesn't have enough food, right? She wants to eat. So she goes to the Hocus and says "Hey, Want, I need some food, man." and Want says "let me meditate on that" and then she goes to Mom and says "Mom, I didn't get my rations last week - I need food!" and Mom says "Okay baby, let me see what I can do" and then see what happens.

Find weak points in the status quo, represent them with real human problems and don't be scared to pit the PCs against each other that way. Give them lots of things to agree on, sure, but complicate them. They both want Kettle to get fed, but why does it matter who does the feeding? Want would sure look good if he could scrounge up some rations - that'd make Mom look like a pretty poor leader and paint Want as the real boss of this place.

Think of the NPCs as human beings - simple for the most part, but desperate, sad, in love, hungry, sweaty messy idiots, too. They need things and they turn to the PCs for them. they're manipulative and earnest and nothing complicates things more than people being people.

I find that the most successful games of AW aren't about mutant hordes or unexploded nuclear ordinance but the way those scary things force people together or apart. The question you ALWAYS want to be asking is "what do these people want out of life?" and then let that guide you forward.

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