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Apocalypse World vs OneDice Abney Park’s Airship Pirates

Compare Apocalypse World and OneDice Abney Park’s Airship Pirates side by side. See differences in complexity, dice, genre, cost, and more.

Apocalypse WorldOneDice Abney Park’s Airship Pirates
GenrePost-ApocalypticPost-Apocalyptic, Scifi
Play StyleNarrative, Rules-Light, Collaborative, Improvisation, Low-Prep, Drama, Theater of the Mind, Roleplay-Heavy, Playbook-DrivenPirates, Ship-Based, Licensed IP, Skill-Based, Cinematic, Pulp Action, Random Tables
Core MechanicRoll 2d6 + stat. 6−: MC makes a hard move, 7–9: succeed with cost or complication, 10+: full success. Playbook moves trigger from the fiction. The MC follows Agendas and Principles instead of plotting.Roll 1d6 plus one relevant ability and an applicable skill if any, then meet or beat the Gamekeeper’s target number. Opposed checks compare totals, while Doubloons can secure non-combat success, turn a hit into a miss, or power swashbuckling stunts.
Dice2d6d6
ComplexityLowMedium
AccessibilityMediumMedium
RunnabilityHighHigh
LicenseCC BY 4.0 (Powered by the Apocalypse)All Rights Reserved
Cost$$$
Publisherlumpley gamesCakebread & Walton
Year20162014
Best ForGroups who want raw, character-driven post-apocalyptic drama where the fiction leads and the MC never plans ahead.Groups who want fast, cinematic campaigns about a shared airship crew, with boarding actions and procedurally generated Skyloft destinations.
HighlightsGenre-defining design that launched the entire PbtA movement, playbooks with built-in dramatic hooks, MC framework provides detailed GM guidance, highly hackableDoubloons refresh each session and turn danger into player choices by averting harm or enabling cinematic stunts. Airship combat uses abstract range bands to structure chases and boarding actions for the whole crew. Random Skyloft tables generate aerial settlements with distinct economies and local customs.
ConsiderationsCan feel directionless without strong character flags, 2nd edition layout is dense and hard to reference, move trigger ambiguity requires frequent MC judgment calls, harm mechanics can cascade quicklyThe Gamekeeper sets target numbers and many situational modifiers, so table consistency depends on shared expectations. Player pirates reduced to zero Health by lethal damage die unless Medicine succeeds within three combat rounds; a Doubloon instead leaves them unconscious. The setting includes authoritarian oppression and slavery.