First Session
THE 1ST SESSION
Introducing
The players have it easy. They have these fun little books to go through and then they're ready to play. Your job is harder, you have a lot more to set up than they do. They each have one character to create, you have the whole bedamned world.
So let's be fair. You have the whole world to create, you get the whole first session to create it in. You're supposed to make their characters' lives not boring, you get a whole session to get to know them.
THE
1ST SESSION
STARTING THE 1ST SESSION
Oversee character creation. Answer questions. Open the MC playbook to the character creation chapter but put bookmarks in the characters' moves and crap chapters.
Go around for introductions, do the Hx thing, highlight stats.
Then I'd just say it outright to your players: “your setup's easy and now you've already done it. Mine's harder so I'm going to take this whole session to do it. So no high-tension kick off from me, let's follow the characters around for a day and get to know them. Cool?”
SETTING EXPECTATIONS
While the players are making their characters, in between answering questions, you have a good opportunity to set expectations for the game to come. Here are some things I like to get out up-front:
Your characters don't have to be friends, but they do have to know each other, and they should be basically allies. They might become enemies in play, but they shouldn't start out enemies.
Your characters are unique in Apocalypse World. There are other medics, and they might even be called “angel” by their friends, but you're the only angel. There are other compound bosses and warlords who might be called “hardholders”, but you're the only hardholder.
Some of you get to choose armor. 1-armor can be whatever, it can be bulletproof vests, bike leathers, armored corsets, whatever. 2-armor, though, is serious body armor. Riot gear. I mean, it might be low-tech, it might be made out of a car or something, but the point is that you're walking around in armor.
Hey, see where it says you have “oddments worth 3-barter” or whatever? Is there some medium of exchange you all use, or is it really one-time negotiated barter? Uncle, you're the hardholder, is there something you use for currency in the holding? Or else Wilson, you're an operator, is there some currency you like to take payment in?
I'm not out to get you. If I were, you could just pack it in right now, right? I'd just be like “there's an earthquake. You all take 10-harm and die. The end.” No, I'm here to find out what's going to happen with all your cool, hot, fucking kick-ass characters. Same as you!
an MC playsheet for
THE MASTER OF CEREMONIES
AGENDA
ALWAYS SAY
THE PRINCIPLES
YOUR MOVES
A FEW MORE THINGS TO DO
Make Apocalypse World seem real.
Make the players' characters' lives not boring.
Play to find out what happens.
What the principles demand.
What the rules demand.
What your prep demands.
What honesty demands.
Barf forth apocalyptica.
Address yourself to the characters, not the players.
Make your move, but misdirect.
Make your move, but never speak its name.
Look through crosshairs.
Name everyone, make everyone human.
Ask provocative questions and build on the answers.
Respond with fuckery and intermittent rewards.
Be a fan of the players' characters.
Think offscreen too.
Sometimes, disclaim decision-making.
Separate them.
Capture someone.
Put someone in a spot.
Trade harm for harm (as established).
Announce off-screen badness.
Announce future badness.
Inflict harm (as established).
Take away their stuff.
Make them buy.
Activate their stuff's downside.
Tell them the possible consequences and ask.
Offer an opportunity, with or without a cost.
Turn their move back on them.
Make a threat move (from one of your fronts).
After every move: “what do you do?”
Make maps like crazy.
Turn questions back on the asker or over to the group at large.
Digress occasionally.
Elide the action sometimes, and zoom in on its details other times.
Go around the table.
Take breaks and take your time.