Last week I read through Apocalypse World and Risus. Now I am reading through Savage Worlds.

Last week I read through Apocalypse World and Risus. Now I am reading through Savage Worlds.

Last week I read through Apocalypse World and Risus. Now I am reading through Savage Worlds.

48 thoughts on “Last week I read through Apocalypse World and Risus. Now I am reading through Savage Worlds.”

  1. Apocalypse World is such a difficult book to comprehend. Brilliant system, but a challenging book. Dungeon World, Monsterhearts and Monster of the Week did far more for my understanding of the system. 

  2. Apocalypse World is such a difficult book to comprehend. Brilliant system, but a challenging book. Dungeon World, Monsterhearts and Monster of the Week did far more for my understanding of the system. 

  3. I’m glad you said that. If I hadn’t read and play dungeon world I would want nothing to do with apocalypse From reading it.

  4. I’m glad you said that. If I hadn’t read and play dungeon world I would want nothing to do with apocalypse From reading it.

  5. It’s incredibly opaque. Many of Vincent’s games are this way. Bear in mind, I think he’s a genius when it comes to game design. Dogs in the Vineyard, In a Wicked Age, Apoc World – these are some of my very favorite games. But his writing style is so uninviting. 

  6. It’s incredibly opaque. Many of Vincent’s games are this way. Bear in mind, I think he’s a genius when it comes to game design. Dogs in the Vineyard, In a Wicked Age, Apoc World – these are some of my very favorite games. But his writing style is so uninviting. 

  7. Yeah, it’s kind of funny how Apocalypse World itself has become kind of secondary to the whole design movement it spawned. There are designers out there doing amazing things with the Apocalypse World “engine.” Thankfully, they appreciate that a rulebook should clearly explain the rules. 

  8. Yeah, it’s kind of funny how Apocalypse World itself has become kind of secondary to the whole design movement it spawned. There are designers out there doing amazing things with the Apocalypse World “engine.” Thankfully, they appreciate that a rulebook should clearly explain the rules. 

  9. Savage Worlds on the other hand I really like from reading it, but it is a little more complicated than I thought.

  10. Savage Worlds on the other hand I really like from reading it, but it is a little more complicated than I thought.

  11. I enjoyed reading the AW book.  I like to read odd stuff, so it was right up my alley.  I can see that it probably took more patience than should be expected from a typical rule-reading audience.  That’s actually part of what made me want to play it so much.  I was curious if I was understanding it properly, and I wanted to see the mechanics in action.  To me, playing it makes it totally worth the extra work it took to comprehend it.

  12. I enjoyed reading the AW book.  I like to read odd stuff, so it was right up my alley.  I can see that it probably took more patience than should be expected from a typical rule-reading audience.  That’s actually part of what made me want to play it so much.  I was curious if I was understanding it properly, and I wanted to see the mechanics in action.  To me, playing it makes it totally worth the extra work it took to comprehend it.

  13. Stephen Crawford I can see where you’re coming from with that. That was my INITIAL take, too – “This is very bizarre, but it’s intriguing.” But it does have a certain level of inaccessibility, particularly for casual audiences or for people coming from more traditional RPG backgrounds. And it was just kind of hard to explain to people until some of the hacks came around. 

    All of Vincent’s games use jarring language (and typeface and layout) because he wants the games to have a certain tone. I get that and can respect it. But it definitely makes it tricky to get it to the table. 

  14. Stephen Crawford I can see where you’re coming from with that. That was my INITIAL take, too – “This is very bizarre, but it’s intriguing.” But it does have a certain level of inaccessibility, particularly for casual audiences or for people coming from more traditional RPG backgrounds. And it was just kind of hard to explain to people until some of the hacks came around. 

    All of Vincent’s games use jarring language (and typeface and layout) because he wants the games to have a certain tone. I get that and can respect it. But it definitely makes it tricky to get it to the table. 

  15. Case in point: I had to abort a planned session of Poison’d because I didn’t set aside enough time to figure it out. Normally, I can get a game to the table with just a day or two of reading and prep. But Poison’d is going to require a solid week of reading and rumination before I even begin to plan a scenario. The cool thing is, like Stephen Crawford mentioned, it will likely be worth the trouble. Vincent’s games are SO smart and enjoyable. But you definitely have to be willing to take them on their own terms. 

  16. Case in point: I had to abort a planned session of Poison’d because I didn’t set aside enough time to figure it out. Normally, I can get a game to the table with just a day or two of reading and prep. But Poison’d is going to require a solid week of reading and rumination before I even begin to plan a scenario. The cool thing is, like Stephen Crawford mentioned, it will likely be worth the trouble. Vincent’s games are SO smart and enjoyable. But you definitely have to be willing to take them on their own terms. 

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