Apocalypse World

GENRE-DEFINING INDIE TABLETOP RPG designed by D. VINCENT BAKER + MEGUEY BAKER, published by LUMPLEY GAMES (2010; 2nd Edition 2016). Post-apocalyptic setting where players play COLORFUL characters (Battlebabes, Gunluggers, Brainers, Choppers, Hardholders, Hocuses, Skinners, Chopper, Angel, Driver, Savvyheads) in a broken world. Introduced the POWERED BY THE APOCALYPSE (PbtA) design paradigm: MOVES (2d6+stat: 10+ full success, 7-9 mixed success, 6- miss with GM hard move), PLAYBOOKS, PRINCIPLES + AGENDAS for GM. SPAWNED 100+ PbtA games (Monsterhearts, Dungeon World, Masks, Urban Shadows, Monster of the Week, Blades in the Dark 'Forged in the Dark' derivative).

📐Table + playbooks + 2d6~180 min🌤indoor
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What is Apocalypse World?

APOCALYPSE WORLD is a GENRE-DEFINING INDIE TABLETOP RPG designed by D. VINCENT BAKER (with credit to MEGUEY BAKER for contributions), published by LUMPLEY GAMES (Vincent + Meguey Baker's imprint). FIRST EDITION 2010; SECOND EDITION 2016 (current). Setting: POST-APOCALYPSE 50 years after 'the world's end' (never specified — plague? nuclear? cosmic? intentionally ambiguous). Small groups of survivors + PSYCHIC MAELSTROM (mysterious noise permeating the world; characters can 'open your brain' to it for power/danger). PLAYERS play COLORFUL PLAYBOOKS: BATTLEBABE (deadly + weird + sexy fighter), GUNLUGGER (heavily armored heavy weapons user), BRAINER (psychic mind-reader/controller), CHOPPER (gang leader + motorcycle), HARDHOLDER (fortress warlord), HOCUS (cult leader), SKINNER (irresistibly beautiful artist), ANGEL (medic), DRIVER (car obsessed), SAVVYHEAD (tech genius), OPERATOR (fixer/procurer), MAESTRO D' (hospitality boss). Each playbook has UNIQUE MOVES + SPECIAL SEX MOVE (yes, playbooks include what happens when this character has sex with another PC). PLAYS UP DEALS, GRUDGES, ATTRACTION, VIOLENCE. INTRODUCED POWERED BY THE APOCALYPSE (PbtA) DESIGN PARADIGM: MOVES = specific triggered actions with FIXED CONSEQUENCES. Roll 2D6+STAT: 10+ = FULL SUCCESS (get what you want), 7-9 = MIXED SUCCESS (get what you want but with a cost/complication), 6- = MISS (GM makes hard move). GM PRINCIPLES: 'Play to find out what happens', 'Be a fan of the players', 'Make your move but never speak its name', 'Address yourself to the characters not the players'. GM has AGENDAS + MOVES (soft: reveal an unwelcome truth, offer opportunity with cost; hard: separate them, capture someone, deal harm). NO GM PREP other than character threats + fronts (impending disasters). INFLUENCED 100+ GAMES via PbtA: MONSTERHEARTS (Avery Alder, teenage monsters with love drama); DUNGEON WORLD (Sage LaTorra + Adam Koebel, D&D-style fantasy PbtA — HUGELY popular, controversial for Koebel's later firing 2020); MASKS: A NEW GENERATION (Brendan Conway, teen superheroes); URBAN SHADOWS (Andrew Medeiros, urban fantasy politics); MONSTER OF THE WEEK (Michael Sands, Buffy/Supernatural style); ROOT: THE ROLEPLAYING GAME (2020 based on board game); SPIRE (2018 dark fantasy); THE VEIL (2015 cyberpunk); AVATAR LEGENDS (2022, official Avatar: The Last Airbender RPG, huge Kickstarter). PbtA is arguably THE MOST INFLUENTIAL DESIGN PARADIGM IN 2010s INDIE RPGs. BLADES IN THE DARK's 'Forged in the Dark' descends from PbtA principles. RECEPTION: Ennie Awards 2010 Judges' Spotlight; Diana Jones Award 2011; considered a MASTERPIECE of indie RPG design + one of top-10 RPGs of the 2010s.

Quick facts

Category

Tabletop Role-Playing

Type

Team sport

Players

2–5

Duration

~180 min

Where played

indoor

Field / court

Table + playbooks + 2d6

Country of origin

🇺🇸 United States

Estimated origin

1st Edition 2010 Lumpley Games; 2nd Edition 2016 (current). Adult/mature themes.

Olympic

No

Popularity

major

How it works

Objective

Post-apocalyptic narrative RPG: play compelling characters navigating a broken world; no win condition — story-driven.

Rules

Basic rules

  • Roll 2d6+stat: 10+ full success, 7-9 mixed, 6- miss (MC hard move)

    Universal PbtA resolution.

  • Moves = specific triggered actions with fixed consequences

    Codified fiction-to-mechanic bridge.

  • Choose playbook (Battlebabe, Gunlugger, Brainer, etc.)

    Each has unique moves + tone.

  • MC has principles + agendas + soft/hard moves

    Reactive rather than pre-planned.

  • Fronts = impending disasters that unfold over sessions

    Structured MC prep.

  • 'Sex move' triggers when characters have sex with each other

    Adult themes + playbook-specific effect.

Scoring

Narrative RPG; no VP. Track Hx (relationships), harm, XP for advancement.

ActionPoints
Roll a highlighted statMark XP; every 5 XP = advancement
Advancement chosenNew move, +1 stat, new playbook, retire, etc.
Take harm (0-12 clock)Wounds; 12+ = die/retire
Hx relationships adjustedTrack how well PCs know each other

Win condition · No traditional win; play to find out what happens.

Playing area

Called

Table + playbooks + 2d6

Dimensions

Any table

Playbook sheets (double-sided, unique per character type), 2d6 dice, MC notes.

Equipment

  • Apocalypse World 2nd Edition ($25 USD)

    Boxed set or hardcover from Lumpley

  • 2d6 per player + MC

    Sole dice resolution

  • Playbook sheets (11+ character types)

    Battlebabe, Gunlugger, Brainer, etc.

  • MC screen + fronts + threat sheets

    For GM prep

Strategies

  • Understand your playbook's unique moves

    Each playbook plays very differently.

  • Lean into character weaknesses

    Playbook moves activate on failures too.

  • Take mixed successes seriously

    7-9 = get what you want but with a cost; the cost matters.

  • MC: Follow principles strictly

    'Play to find out what happens'; don't plan story.

Terminology

MC
Master of Ceremonies; the GM.
Move
Specific triggered action with mechanical consequence.
Playbook
Character type sheet with unique moves.
10+
Full success on 2d6+stat.
7-9
Mixed success; get what you want with a cost.
6-
Miss; MC makes hard move.
Hard move
MC action with immediate serious consequence.
Soft move
MC action foreshadowing/setting up future hard move.
Front
Impending disaster/threat cluster; MC prep.
Hx
History rating between PCs; affects helping/interfering.

Major competitions

  • Ennie Awards 2010 Judges' Spotlight (Apocalypse World)

    annual · USA · since 2010

  • Diana Jones Award 2011 (Apocalypse World)

    annual · UK · since 2011

  • Widely considered top-10 RPG of 2010s + PbtA design paradigm founder

    ongoing · worldwide · since 2010

Where it is played

Governing bodies

  • Lumpley Games (Vincent + Meguey Baker imprint)

    Founded 2005 · Northampton, Massachusetts, USA

Famous names & records

Famous athletes

  • D. Vincent Baker (USA) — Designer; also Dogs in the Vineyard, In a Wicked Age, Poison'd, Murderous Ghosts
  • Meguey Baker (USA) — Co-contributor; also 1001 Nights, Psi*Run

Learn this sport

beginner

  1. 1

    Buy Apocalypse World 2nd Edition ($25) or Dungeon World (free PDF exists)

    Try PbtA system.

intermediate

  1. 1

    Run 5-session mini-campaign

    AW works well in short arcs.

advanced

  1. 1

    Design your own PbtA game

    The paradigm invites hacking; many published PbtA games exist.

Frequently asked

What is Apocalypse World?+

GENRE-DEFINING INDIE TABLETOP RPG designed by D. VINCENT BAKER (with MEGUEY BAKER), published by LUMPLEY GAMES (2010; 2nd Ed 2016). Post-apocalyptic setting with colorful playbooks (Battlebabe, Gunlugger, Brainer, etc.). Introduced POWERED BY THE APOCALYPSE (PbtA) design paradigm: MOVES + 2d6+stat resolution (10+ / 7-9 / 6-) + MC principles + agendas. SPAWNED 100+ PbtA games (Monsterhearts, Dungeon World, Masks, Urban Shadows, Monster of the Week). Blades in the Dark 'Forged in the Dark' descends from PbtA.

PbtA vs traditional RPGs?+

DIFFERENT DESIGN PHILOSOPHY. Traditional RPGs (D&D, Pathfinder) = detailed skill lists + tactical combat + GM prep-heavy + player agency via character options. PbtA (Apocalypse World, Dungeon World, Masks) = codified MOVES + narrative resolution + MC principles + minimal prep + player agency via fiction-first + hard consequences on 6-. PbtA is BEST FOR: collaborative narrative + character drama + short campaigns + improvisation-loving GMs. Traditional is best for: tactical combat + long campaigns + system mastery.

Sources & provenance

Last verified 2026-08-27.verified