[RPG] How to modify Apocalypse World for a one-shot game

apocalypse-worldone-shot

Apocalypse World has lots of elements that kick in between sessions or have long-term impact only, and so aren't very fun in a one-shot game. What rules, character roles and mechanics should I modify or omit to make a single-session experience (with 3-5 hours of gameplay) work better?

Best Answer

Not much.

Apocalypse World is one of my go-to games for one-shots, and I find that it shows off well in a single 3-hour (preferably slightly more) session, even without changing too much. This includes not using pre-made characters, because I believe the setup to be an integral part of the AW experience.

There are some ideas on it on the “Barf Forth Apocalyptica” forums, for example in http://apocalypse-world.com/forums/index.php?topic=490.msg4476#msg4476.

Do prep, filter playbooks and speed up character creation.

My concept for a one-shot is usually as follows.

  1. Break the rules and actually do some prep before session one. Come up with a front and a “colour”, a shape of the world, to bring to the table. I feel free to drop them if players come up with something cool on the spot, but they give me a situation to jump into immediately otherwise. My core prep are two rough types of NPC, a slaver and a family, that have interests and skills relevant to each other and will both come in contact with the PCs.
  2. Hand playbooks out according to “Who is the leader? What are you the leader of?” (and hand out a Chopper, Hardholder or Maestro, or something else if they have a clear picture and I have something fitting at hand) and “Who is the thorn in your side? Why?” (Hocus is a good one to try to sell here, if no-one jumps on it, then Brainer, Battlebabe and Faceless are good) to set a basic idea, sketch a setting, and then hand out other playbooks. For those I like Hocus, Brainer, Driver if the boss is a Chopper, and Ruin Runner, and if someone asks in that direction Savyhead and Angel.
  3. At character creation, make sure that people pick a name, a look and the special stuff on the back of the sheet so they have a good idea of their characters and can introduce themselves for Hx. Then do Hx and take it slowly (or use 2E! Simplifying Hx is a very good change that will come with it), making sure everyone gets a good image of the connections. The rest of character generation can be done later whenever convenient.
  4. Make sure to use the beginning-of-the-session moves, don't worry about the end-of-the-session moves only showing up once.
  5. I have played at conventions, where in other games people could buy rerolls for the benefit of some charity. In my AW games, I allowed players to buy additional D6s. Each such dice could be rolled and added to a roll (even after the roll), and each buy allowed them to advance one basic move, so that they could see the cool 12+ results in play.

The notes here, in particular the playbooks, are concerned with the first edition – I have only played one 2E playtest so far.

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