This seems in line with our interests.

This seems in line with our interests.

This seems in line with our interests.

Originally shared by Bundle of Holding

Through Wednesday, September 16, our Apocalypse Engine Bundle brings you a new collection of RPGs Powered by the Apocalypse — that is, based on Vincent Baker’s fantastically original 2010 RPG Apocalypse World. From supernatural romance to smuggling to pro wrestling, these wide-ranging games let you pick a playbook, try your Moves, roll 2D6, and play to find out what happens.

For just US$7.95 you get all five titles in our Starter Collection (retail value $37) as DRM-free .PDF ebooks:

Apocalypse World (lumpley games, retail price $15): The revolutionary game of post-disaster action and story. Did you see Fury Road? This is that.

Monsterhearts (Buried Without Ceremony, retail $10): The messy lives of teenage monsters. (Previously presented in our April 2013 Bundle of Holding +2.)

Monsterhearts: Blood of Misty Harbour (Buried Without Ceremony, retail $5): A complete three-episode mini-series for Monsterhearts.

Bootleggers: Smuggling Run (One Seven Designs, retail $7): Crooks smuggling alcohol in 1930s Seattle. By John Harper, designer of Blades in the Dark and Lady Blackbird.

Cartel (Magpie Games, retail $5): “Ashcan edition” of Mark Diaz Truman’s game of Mexican narcofiction in the Sinaloa crime ring.

And if you pay more than the threshold (average) price, which starts at $16.95, you gain +1 forward and also get our entire Bonus Collection of four more titles (retail value $44.50):

World Wide Wrestling (NDP Designs, retail $10): Feuds, betrayals, and righteous victory in a grand and action-filled setting.

Monster of the Week (Evil Hat, retail $12): The new version of the most accessible Apocalypse game, about hunting monsters a la Buffy, Supernatural, and X-Files.

Legacy: Life Among the Ruins (UFO Press, retail $12.50): Centuries-spanning family sagas in the wake of apocalypse.

Deniable (StoryWeaver Games, retail $10): Unwitting spies, tempted by easy money, get into fixes right out of A Fish Called Wanda.

Ten percent of each purchase (after gateway fees) goes to this offer’s designated charity, the Electronic Frontier Foundation.

Remember the Apocalypse World dictum: To do it, do it! Preferably before this Apocalypse Engine offer ends Wednesday, September 16.

   http://bundleofholding.com/presents/Apocalypse

http://bundleofholding.com/presents/Apocalypse

18 thoughts on “This seems in line with our interests.”

  1. Andy Hauge That’s the one I’m most interested in, but since it’s in the expanded bundle I may just pick it up by itself if Deniable doesn’t also grab me.

  2. Andy Hauge That’s the one I’m most interested in, but since it’s in the expanded bundle I may just pick it up by itself if Deniable doesn’t also grab me.

  3. Derek Grimm: So, Legacy (I read it on the commute home) has some really cool bits, and a pretty big (IMO) flaw.

    The cool bits: I’d love to play this game. The dual-playbook system (one for family, one for character), the death move (including a relic that you can pass on to your descendants!), the way that all the moves turn into situation generators, it’s brilliant! There’s so many cool things going on here.

    The big flaw? I would hate to run this game. This is a terrible “baby’s first PbtA game”, because it does not set up very many structural expectations at all, as far as I can tell. How do you get started playing? Is there a one-playbook-per-group limit? Are the players expected to usually be in a group, or all separated? What is a session supposed to look like? I literally have no idea how it’s all supposed to fit together, and the book doesn’t give anything beyond the usual principles, like “make the characters historic”, et al.

    So, cool ideas but really lacking as a complete game. Needs polish, is very beta or even alpha IMO.

    Reading Deniable on tomorrow’s commute.

  4. Derek Grimm: So, Legacy (I read it on the commute home) has some really cool bits, and a pretty big (IMO) flaw.

    The cool bits: I’d love to play this game. The dual-playbook system (one for family, one for character), the death move (including a relic that you can pass on to your descendants!), the way that all the moves turn into situation generators, it’s brilliant! There’s so many cool things going on here.

    The big flaw? I would hate to run this game. This is a terrible “baby’s first PbtA game”, because it does not set up very many structural expectations at all, as far as I can tell. How do you get started playing? Is there a one-playbook-per-group limit? Are the players expected to usually be in a group, or all separated? What is a session supposed to look like? I literally have no idea how it’s all supposed to fit together, and the book doesn’t give anything beyond the usual principles, like “make the characters historic”, et al.

    So, cool ideas but really lacking as a complete game. Needs polish, is very beta or even alpha IMO.

    Reading Deniable on tomorrow’s commute.

  5. Thoughts on Deniable: it has a great start, with a really cool setup paradigm. Falls a bit flat as the book goes on, though. It’s very heavy on the “briefly touch on important techniques without really explaining them”, and it also calls for heavy subjective (and vague) judgment in certain systems.

    For example, the “group therapy” epilogue scene where players are supposed to earn Cred (artha, essentially)? Basically boils down to “if the GM thought you did a good job with the mission or were entertaining”.

    When you add in the poor copy-editing (there are some glaring typos throughout the book, which just irks me), I’m really not sure why this game was picked for the higher tier of the bundle. That said, I did enjoy the goofy photos which adorn the PDF. They set a really great tone, which is definitely important. And there’s a lot of great ideas in here…but not so much execution.

  6. Thoughts on Deniable: it has a great start, with a really cool setup paradigm. Falls a bit flat as the book goes on, though. It’s very heavy on the “briefly touch on important techniques without really explaining them”, and it also calls for heavy subjective (and vague) judgment in certain systems.

    For example, the “group therapy” epilogue scene where players are supposed to earn Cred (artha, essentially)? Basically boils down to “if the GM thought you did a good job with the mission or were entertaining”.

    When you add in the poor copy-editing (there are some glaring typos throughout the book, which just irks me), I’m really not sure why this game was picked for the higher tier of the bundle. That said, I did enjoy the goofy photos which adorn the PDF. They set a really great tone, which is definitely important. And there’s a lot of great ideas in here…but not so much execution.

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