I’d like to tap into the psychic maelstrom of the Gauntlet for a bit and open my brain to some 1st session fuckery.

I’d like to tap into the psychic maelstrom of the Gauntlet for a bit and open my brain to some 1st session fuckery.

I’d like to tap into the psychic maelstrom of the Gauntlet for a bit and open my brain to some 1st session fuckery. I’m running Apocalypse World for a group of my friends this Friday and I really want to get them locked in and engaged with some great 1st session questions. They haven’t decided yet but I know my players are leaning towards the Maestro D’, the battlebabe, the faceless, and the savvyhead. One of my favorite questions for the Savvyhead (and I can’t take credit for it) is “What is the thing you regret making the most, and who has it now?” Does anyone have any really juicy questions that get your players really thinking about and involved with things from the get go? Thanks!

26 thoughts on “I’d like to tap into the psychic maelstrom of the Gauntlet for a bit and open my brain to some 1st session fuckery.”

  1. Unlike when I run DW, I usually build the setting from the ground up during session 1 of a new series of AW, so I don’t have any questions prepared beforehand. Having said that, I do like to build on the Hx connections during character creation with questions, but I do that extemporaneously, based on the conversation taking place between the players.

  2. Unlike when I run DW, I usually build the setting from the ground up during session 1 of a new series of AW, so I don’t have any questions prepared beforehand. Having said that, I do like to build on the Hx connections during character creation with questions, but I do that extemporaneously, based on the conversation taking place between the players.

  3. However, I don’t think there is anything wrong with coming to the table with a more defined setting in mind (the game will not break), which, along with some good leading questions, can really jumpstart the action.

  4. However, I don’t think there is anything wrong with coming to the table with a more defined setting in mind (the game will not break), which, along with some good leading questions, can really jumpstart the action.

  5. not question-related, but a Savvyhead and a Maestro’D worries me a little. A playbook that is often solitary in their workshop (Savvyhead) and a Maestro’D that’s often working in their establishment. I would push hard to get them together, or you could end up running three games:

    1. Savvyhead working projects in their workshop

    2. Maestro’D running their establishment

    3. The other two PCs moving around and between places 1 and 2.

  6. not question-related, but a Savvyhead and a Maestro’D worries me a little. A playbook that is often solitary in their workshop (Savvyhead) and a Maestro’D that’s often working in their establishment. I would push hard to get them together, or you could end up running three games:

    1. Savvyhead working projects in their workshop

    2. Maestro’D running their establishment

    3. The other two PCs moving around and between places 1 and 2.

  7. For the setup of playbooks described, some actual questions:

    “Faceless, what is it about Maestro’D’s place that your mask likes most?”

    “Savvyhead, what’s the thing in Maestro’D’s place that’s always breaking that you have to fix? Why can’t you just bring it back to the shop?”

    “Battlebabe, who on Maestro’D’s staff did you sleep with last night, and who regrets it?”

  8. For the setup of playbooks described, some actual questions:

    “Faceless, what is it about Maestro’D’s place that your mask likes most?”

    “Savvyhead, what’s the thing in Maestro’D’s place that’s always breaking that you have to fix? Why can’t you just bring it back to the shop?”

    “Battlebabe, who on Maestro’D’s staff did you sleep with last night, and who regrets it?”

  9. Thanks Bill, that’s a great list. I especially liked the questions about family.

    Thank you too Jason, Its not my intent to set anything up beforehand, I just want to get things poised for the players to hit the ground with some serious attachments and skin in the game. Historically I can draw some blanks in the heat of the moment and want to have something to fall back on.

  10. Thanks Bill, that’s a great list. I especially liked the questions about family.

    Thank you too Jason, Its not my intent to set anything up beforehand, I just want to get things poised for the players to hit the ground with some serious attachments and skin in the game. Historically I can draw some blanks in the heat of the moment and want to have something to fall back on.

  11. Make the establishment a bus. The workshop is either strapped on top or towed on a hitch. They might still do the loner thing, but at least they are mobile and co-located. It might even generate some interesting friction or team work.

  12. Make the establishment a bus. The workshop is either strapped on top or towed on a hitch. They might still do the loner thing, but at least they are mobile and co-located. It might even generate some interesting friction or team work.

  13. Bill Templeton I just ran Apocalypse World this past weekend and I wish I had seen this list! Great stuff.

    I think for the potential issue with the Maestro’D and Savvyhead is something I’d personally just keep tabs on in play but not make any hard decrees on. In my game we had a Maestro’D and basically everything revolved around that establishment quite naturally. Half the players worked at Luke’s, and the other half were living there since they refused to spend barter at the beginning of session. So I guess I’d say be aware this could be a problem, but it might not be!

  14. Bill Templeton I just ran Apocalypse World this past weekend and I wish I had seen this list! Great stuff.

    I think for the potential issue with the Maestro’D and Savvyhead is something I’d personally just keep tabs on in play but not make any hard decrees on. In my game we had a Maestro’D and basically everything revolved around that establishment quite naturally. Half the players worked at Luke’s, and the other half were living there since they refused to spend barter at the beginning of session. So I guess I’d say be aware this could be a problem, but it might not be!

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