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* ScaryAmoralReligion: Again, very easy for the Hocus' cult to be this.

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* ScaryAmoralReligion: Again, very easy for the Hocus' cult to be this.this.
* ShoutOut: The [[TheFaceless Faceless]] character type has a move letting them smash through scenery. It's called "Oh yeah!"
** They have another move called [[Franchise/SpiderMan Norman]], which lets them get advice from their [[CoolMask Mask]]
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removing waffle


* OneStatToRuleThemAll: Cool and Sharp both have this reputation to some degree. The other three stats apply to fairly specific situations (Hard is for hurting or threatening people, Hot is for persuading people, and Weird is for going on bizarre psychic dream-quests), while Sharp gives you bonuses to any other roll as long as you do as the MC tells you, and Cool is for almost everything else.

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* OneStatToRuleThemAll: Cool and Sharp both have this reputation to some degree. reputation. The other three stats apply to fairly specific situations (Hard is for hurting or threatening people, Hot is for persuading people, and Weird is for going on bizarre psychic dream-quests), while Sharp gives you bonuses to any other roll as long as you do as the MC tells you, and Cool is for almost everything EVERYTHING else.
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* OneStatToRuleThemAll: Cool and Sharp both have this reputation to some degree. The other three stats apply to fairly specific situations (Hard is for hurting or threatening people, Hot is for persuading people, and Weird is for going on bizarre psychic dream-quests), while Sharp gives you bonuses to any other roll as long as you do as the MC tells you, and Cool is for almost everything else.
**To a lesser extent, one can build one's character to make this the case for whichever stat they prefer, so that they (for example) roll against Weird whenever they would normally roll Cool.
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* DyingLikeAnimals: Many types are obviously likely - Vultures and Wolves, for instance. Rats and Butterflies even get their own specific Threat types (Grotesque: Disease vector, and Brutes: Sybarties, respectively).

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* DyingLikeAnimals: Many types are obviously likely - Vultures and Wolves, for instance. Rats and Butterflies even get their own specific Threat types (Grotesque: Disease vector, Vector, and Brutes: Sybarties, respectively).
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* DisasterScavengers: All over the place. A Hardholder rules over quite a few, by default.
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* DyingLikeAnimals: Many types are obviously likely - Rats and Butterflies get their own specific Threat types (Grotesque: Disease vector, and Brutes: Sybarties, respectively).

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* DyingLikeAnimals: Many types are obviously likely - Vultures and Wolves, for instance. Rats and Butterflies even get their own specific Threat types (Grotesque: Disease vector, and Brutes: Sybarties, respectively).
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* DyingLikeAnimals: Many types are obviously likely - Rats and Butterflies get their own specific Threat types (Grotesque: Disease vector, and Brutes: Sybarties, respectively).
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* AfterTheEnd: The default setting is roughly fifty years AfterTheEnd.

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* AfterTheEnd: The default setting is roughly fifty years AfterTheEnd.
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* AsskickingEqualsAuthority: As a general rule. The Chopper and Hardholder classes even have moves allowing them to use their Asskicking stat (Hard) to exercise their authority.
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* TheFace: The Skinner class fits perfectly into this, as they're all about social interaction. They even have an ability that can make [[NonPlayerCharacter NPCs]] unwilling to act against them, which is pretty remarkable in [[EverythingTryingToKillYou a setting like this]].
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* EverythingTryingToKillYou: The MC is encouraged to make everything a threat of some kind – to resources, to stability, or just to your life and limb. This includes everyone and everything you meet, and everywhere you go.

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* EverythingTryingToKillYou: The MC is encouraged to make everything a threat of some kind – to resources, to stability, or just to your life and limb. This includes everyone and everything you meet, and [[DeathWorld everywhere you go.go]].
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* BadassCrew: The Operator class' whole shtick is that they run one of these. Although if it's made up entirely of [[NonPlayerCharacter NPCs]], they die as easily as anyone else.
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* ContinuingIsPainful: When a player character is very badly damaged (and probably unconscious), they will just keep taking damage until they die, unless they're saved by another player...or they can take a Debility, which permanently reduces one of their stats by one point (a significant amount when stats only go up to three).
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!!Related Tropes:

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!!Related Tropes:!!This game contains examples of:
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''Related Tropes:''

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''Related Tropes:''!!Related Tropes:
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''Related Tropes:''
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* AnyoneCanDie: One of the 'Principles' for [[GameMaster MCs]] is 'Look Through Crosshairs,' which essentially translates to this. And [[NPC]] s die VERY easily.

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* AnyoneCanDie: One of the 'Principles' for [[GameMaster MCs]] is 'Look Through Crosshairs,' which essentially translates to this. And [[NPC]] s [[NonPlayerCharacter NPCs]] die VERY easily.
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* AnyoneCanDie: One of the 'Principles' for [[GameMaster MCs]] is 'Look Through Crosshairs,' which essentially translates to this. And [[NPC]]s die VERY easily.

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* AnyoneCanDie: One of the 'Principles' for [[GameMaster MCs]] is 'Look Through Crosshairs,' which essentially translates to this. And [[NPC]]s [[NPC]] s die VERY easily.
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* AnyoneCanDie: One of the 'Principles' for [[GameMaster MCs]] is 'Look Through Crosshairs,' which essentially translates to this. And [[NPC NPCs]] die VERY easily.

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* AnyoneCanDie: One of the 'Principles' for [[GameMaster MCs]] is 'Look Through Crosshairs,' which essentially translates to this. And [[NPC NPCs]] [[NPC]]s die VERY easily.
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Apocalypse World is a tabletop RPG from Lumpley Games. If focuses on a post-apocalyptic setting, but also supplies suggestions for hacking the game for use with other settings.
It is available here: http://apocalypse-world.com/

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Apocalypse World is a tabletop RPG from Lumpley Games. If focuses on a post-apocalyptic setting, but also supplies suggestions for hacking the game for use with other settings.
settings. It is available here: http://apocalypse-world.com/
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It is available here: http://apocalypse-world.com/
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* AnyoneCanDie: One of the 'Principles' for [[GameMaster MCs]] is 'Look Through Crosshairs,' which essentially translates to this. And NPCs die VERY easily.

to:

* AnyoneCanDie: One of the 'Principles' for [[GameMaster MCs]] is 'Look Through Crosshairs,' which essentially translates to this. And NPCs [[NPC NPCs]] die VERY easily.
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None


* AnyoneCanDie: One of the 'Principles' for MCs is 'Look Through Crosshairs,' which essentially translates to this. And NPCs die VERY easily.

to:

* AnyoneCanDie: One of the 'Principles' for MCs [[GameMaster MCs]] is 'Look Through Crosshairs,' which essentially translates to this. And NPCs die VERY easily.
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* AnyoneCanDie: One of the 'Principles' for ~MCs is 'Look Through Crosshairs,' which essentially translates to this. And ~NPCs die VERY easily.

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* AnyoneCanDie: One of the 'Principles' for ~MCs MCs is 'Look Through Crosshairs,' which essentially translates to this. And ~NPCs NPCs die VERY easily.



* EverythingTryingToKillYou: The ~MC is encouraged to make everything a threat of some kind – to resources, to stability, or just to your life and limb. This includes everyone and everything you meet, and everywhere you go.

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* EverythingTryingToKillYou: The ~MC MC is encouraged to make everything a threat of some kind – to resources, to stability, or just to your life and limb. This includes everyone and everything you meet, and everywhere you go.
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Still doing layout edits.


* AnyoneCanDie: One of the 'Principles' for MCs is 'Look Through Crosshairs,' which essentially translates to this. And NPCs die VERY easily.

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* AnyoneCanDie: One of the 'Principles' for MCs ~MCs is 'Look Through Crosshairs,' which essentially translates to this. And NPCs ~NPCs die VERY easily.



* EverythingTryingToKillYou: The MC is encouraged to make everything a threat of some kind – to resources, to stability, or just to your life and limb. This includes everyone and everything you meet, and everywhere you go.

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* EverythingTryingToKillYou: The MC ~MC is encouraged to make everything a threat of some kind – to resources, to stability, or just to your life and limb. This includes everyone and everything you meet, and everywhere you go.
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* PreacherMan/SinisterMinister: The Hocus class is all about this – a spiritual leader with a customisable cult of followers.

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* PreacherMan/SinisterMinister: PreacherMan / SinisterMinister: The Hocus class is all about this – a spiritual leader with a customisable cult of followers.
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* AllHailTheGreatGodMickey/CargoCult: Absolutely possible with the Hocus class' cult, or NPC cults.

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* AllHailTheGreatGodMickey/CargoCult: AllHailTheGreatGodMickey / CargoCult: Absolutely possible with the Hocus class' cult, or NPC cults.



EverythingTryingToKillYou: The MC is encouraged to make everything a threat of some kind – to resources, to stability, or just to your life and limb. This includes everyone and everything you meet, and everywhere you go.

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EverythingTryingToKillYou: *EverythingTryingToKillYou: The MC is encouraged to make everything a threat of some kind – to resources, to stability, or just to your life and limb. This includes everyone and everything you meet, and everywhere you go.
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AfterTheEnd: The default setting is roughly fifty years AfterTheEnd.
AllHailTheGreatGodMickey/CargoCult: Absolutely possible with the Hocus class' cult, or NPC cults.
AnyoneCanDie: One of the 'Principles' for MCs is 'Look Through Crosshairs,' which essentially translates to this. And NPCs die VERY easily.
ClassChangeLevelReset: One of the advanced level-up options is to have your character change class, which involves giving up everything that ties them to their current class (up to and including leadership of a settlement).
CombatMedic: The Angel class can easily be this. One of their moves gives them extra armour when they are healing people.

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AfterTheEnd: *AfterTheEnd: The default setting is roughly fifty years AfterTheEnd.
AllHailTheGreatGodMickey/CargoCult: *AllHailTheGreatGodMickey/CargoCult: Absolutely possible with the Hocus class' cult, or NPC cults.
AnyoneCanDie: *AnyoneCanDie: One of the 'Principles' for MCs is 'Look Through Crosshairs,' which essentially translates to this. And NPCs die VERY easily.
ClassChangeLevelReset: *ClassChangeLevelReset: One of the advanced level-up options is to have your character change class, which involves giving up everything that ties them to their current class (up to and including leadership of a settlement).
CombatMedic: *CombatMedic: The Angel class can easily be this. One of their moves gives them extra armour when they are healing people.



HumanPopsicle: The Quarantine class is essentially this. They get a base full of wonderful stuff, but they don't understand the culture and they aren't prepared for the damage The Maelstrom can to one's psyche.
MadeOfIron: The Gunlugger and the Faceless tend to be this. The Gunlugger, notably, can take a move making them as tough as a small group of people.
MindRape: The Brainer class (psychics, essentially) can start with an item that allows them to do things which normally require 'time and intimacy' with simple skin contact. It's called the violation glove.
PreacherMan/SinisterMinister: The Hocus class is all about this – a spiritual leader with a customisable cult of followers.
PsychicDreamsForEveryone: The Psychic Maelstrom functions a bit like this: one of the basic moves (things any class can do) is to 'Open their Brain' to it and get psychic answers about whatever they want, often in a completely baffling way.
ReligionIsMagic: Mostly religion is people worshipping water, machinery, or Abe Lincoln, but it is possible for the Hocus class to play this somewhat straight, notably with a move that gives them armour (as long as they aren't wearing any other armour) with no real explanation other than 'from the gods.'
ScaryAmoralReligion: Again, very easy for the Hocus' cult to be this.

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HumanPopsicle: *HumanPopsicle: The Quarantine class is essentially this. They get a base full of wonderful stuff, but they don't understand the culture and they aren't prepared for the damage The Maelstrom can to one's psyche.
MadeOfIron: *MadeOfIron: The Gunlugger and the Faceless tend to be this. The Gunlugger, notably, can take a move making them as tough as a small group of people.
MindRape: *MindRape: The Brainer class (psychics, essentially) can start with an item that allows them to do things which normally require 'time and intimacy' with simple skin contact. It's called the violation glove.
PreacherMan/SinisterMinister: *PreacherMan/SinisterMinister: The Hocus class is all about this – a spiritual leader with a customisable cult of followers.
PsychicDreamsForEveryone: *PsychicDreamsForEveryone: The Psychic Maelstrom functions a bit like this: one of the basic moves (things any class can do) is to 'Open their Brain' to it and get psychic answers about whatever they want, often in a completely baffling way.
ReligionIsMagic: *ReligionIsMagic: Mostly religion is people worshipping water, machinery, or Abe Lincoln, but it is possible for the Hocus class to play this somewhat straight, notably with a move that gives them armour (as long as they aren't wearing any other armour) with no real explanation other than 'from the gods.'
ScaryAmoralReligion: *ScaryAmoralReligion: Again, very easy for the Hocus' cult to be this.
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Starting page.

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Apocalypse World is a tabletop RPG from Lumpley Games. If focuses on a post-apocalyptic setting, but also supplies suggestions for hacking the game for use with other settings.

AfterTheEnd: The default setting is roughly fifty years AfterTheEnd.
AllHailTheGreatGodMickey/CargoCult: Absolutely possible with the Hocus class' cult, or NPC cults.
AnyoneCanDie: One of the 'Principles' for MCs is 'Look Through Crosshairs,' which essentially translates to this. And NPCs die VERY easily.
ClassChangeLevelReset: One of the advanced level-up options is to have your character change class, which involves giving up everything that ties them to their current class (up to and including leadership of a settlement).
CombatMedic: The Angel class can easily be this. One of their moves gives them extra armour when they are healing people.
EverythingTryingToKillYou: The MC is encouraged to make everything a threat of some kind – to resources, to stability, or just to your life and limb. This includes everyone and everything you meet, and everywhere you go.
HumanPopsicle: The Quarantine class is essentially this. They get a base full of wonderful stuff, but they don't understand the culture and they aren't prepared for the damage The Maelstrom can to one's psyche.
MadeOfIron: The Gunlugger and the Faceless tend to be this. The Gunlugger, notably, can take a move making them as tough as a small group of people.
MindRape: The Brainer class (psychics, essentially) can start with an item that allows them to do things which normally require 'time and intimacy' with simple skin contact. It's called the violation glove.
PreacherMan/SinisterMinister: The Hocus class is all about this – a spiritual leader with a customisable cult of followers.
PsychicDreamsForEveryone: The Psychic Maelstrom functions a bit like this: one of the basic moves (things any class can do) is to 'Open their Brain' to it and get psychic answers about whatever they want, often in a completely baffling way.
ReligionIsMagic: Mostly religion is people worshipping water, machinery, or Abe Lincoln, but it is possible for the Hocus class to play this somewhat straight, notably with a move that gives them armour (as long as they aren't wearing any other armour) with no real explanation other than 'from the gods.'
ScaryAmoralReligion: Again, very easy for the Hocus' cult to be this.

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