I talked in the last posted about how GM or MC moves as they’re presented in Apocalypse World and its descendants emulate genre by making sure that the GM’s response is always in genre. This is why, in my opinion, the closer your game clings to the original Apocalypse World MC moves, probably the weaker […]
Escalating horror
Historically, a lot of the burden of genre emulation in roleplaying games has fallen on the adventures or scenarios written for them, rather than from the games themselves. Dungeons and Dragons is basically an absurd physics engine with some tactical combat thrown in; there’s nothing in there mechanically to ensure you go on some rip-roaring […]
If it bleeds…
There’s a line in Predator, “if it bleeds, we can kill it”. The equivalent in RPGs is “if it has stats, we can kill it”. I came up on Rifts back in the 90s (after a long incubation in Fighting Fantasy in the 80s), and one of the first sourcebooks I purchased was Pantheons of […]