Apocalypse World
2nd EditionBest For
Groups who want an unfolding post-apocalyptic campaign built around unstable alliances and struggles over scarce resources.
Core Mechanic
When the fiction triggers a move, roll 2d6 plus the specified stat. A 10+ is a strong hit, 7–9 is a weak hit, and 6 or less is a miss. The move defines its outcomes; a miss usually lets the MC introduce consequences.
The core uses one 2d6 roll and a small set of character stats. Depth comes from distinct move outcomes and linked systems for harm and community resources. The MC also learns threat preparation and how to connect moves as situations change.
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
- ✓IndexFind any rule by page number
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- ✓Cross-referencesRules point to each other by page
5 of 5 book tools found in the core book
Highlights
Shared-history ratings make changing relationships feed directly into assistance and advancement. Threat types and countdowns give the MC procedures for escalating pressures without scripting a plot. Battle moves let players weigh control of an objective against harm inflicted and suffered.
Considerations
The campaign is designed to develop over several sessions rather than conclude in one sitting. The MC must interpret fictional circumstances and turn move results into concrete consequences. Sex-triggered moves make intimacy a mechanical topic unless the group agrees to remove them.
Third-Party Publishing
Rules license Proprietary
Original games inspired by Apocalypse World, with an inspiration credit. Reusing its wording, close versions of moves or rules, lists, or the PbtA logo requires separate permission.
The policy asks creators not to use AI writing or art in PbtA games.
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