Apocalypse World, powered by ancient rules

My gaming buddy Wizard Lizard sent me his idea today:

Brainers & Hardholders

Take Apocalypse World’s color, strip out all of the rules. Keep the playbooks as classes, or even pregens with set stats, special abilities (pick a few and keep the rest to unlock through play or XP), use D&D-or-what-not rules as needed That’s a great idea because it reduces the Apocalypse World rulebook to its useful parts and gets rid of the unnecessary esoteric rules language thta plagues pbtA games.

In a way, that’s what Dave Arneson, Gary Gygax, Prof. MAR Barker and all the other early (war)gamers did: use literature as fuel for their imaginary adventures.

Of course, I will hack our Landshut rules to power Apocalypse World. Because nothing says DIY gaming like combining a post-apocalyptic setting with a set of rules that are named after a Lower Bavarian city founded in 1204.

Let’s convert Apocalypse World 2e to Landshut.

PLAYBOOKS/Character classes
Pick one of the many classes available, or roll 1d12 (and reroll if you get a 12) and create the character according to the rules provided in the playbook.

STATS
AW uses Cool (coolness, calm, collectedness), Hard (violent, hard-hearted, mean, strong), Hot (sexy, beautiful), sharp (sharp-witted, clever), weird (weirdo, psychic, genius, strange, uncanny), and something called Hx, the history a character has with someone. Each playbook (character class) has its own instructions how to distribute points between these stats; usually, they rank between -1 and +2.

MOVES
Choose two moves of your playbook. Moves are special skills.

GEAR
Each playbook comes with its own gear list.

HARM
A character without armor can take 3 solid hits before he is dying. Armor adds hits to that number.  Unimportant characters are dead or taken out after one hit.

SAVES & COMBAT
The ref assesses your character’s overall ability for any task a hand, then he assigns you a die. This die type ranges from d4 up to d20, with a d8 being solidly average, d4 being really unskilled and d20 being really good, an expert.
Then he assesses the difficulty of the situation and assigns it a die, too.
Roll your die vs. the referee’s die. Higher number wins and gets to determine what happens.

Creating a Brainers&Hardholders character
I roll a 7: a Hardholder. Hardholders are “landlords, warlords of their own little strongholds”.
I flip through the book till I find the Hardholder playbook. Then,
I choose a name: Lang.
Looks: a man, wearing casual clothing, stern face, cool eyes, massive body.

STATS:
Cool 0, Hard+2, Hot+1, Sharp-1, Weird+1.  This translates to:
A violent, good-looking, somewhat dim man with a strange sixth sense.

Moves:
Leadership, Wealth

Gear:
1 fuck-off big gun
kevlar vest (armor-1)

His holding “Fortress of Fortitude”:

  • population 200, most of them unwell and filthy
  • hunting, scavening, farming, manufacturing (tools)
  • tall, deep and mighty compound, stone, concrete and iron
  • makeshift and scavenged weapons
  • 4 utility vehicles
  • 4 battle vehicles
  • a band of 60 violent bastards (2 hits, fucking crazy hyenas)

So, this is my Brainers&Hardholders character:

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Lang, a Hardholder
man, wearing vintage Adidas tracksuits, stern face, cool eyes, massive body.

A violent, good-looking, somewhat dim man with a strange sixth sense.

Gear: fuck-off big gun, kev vest

Moves: Leadership, Wealth

“Fortress of Fortitude”:
a tall, deep and mighty compound, stone, concrete and iron, population 200, most of my people are unwell and filthy, hunting, scavening, farming, manufacturing (tools), makeshift and scavenged weapons, 4 utility vehicles, 4 battle vehicles, a band of 60 violent bastards (2 hits, fucking crazy hyenas)

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