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Powered By Apocalypse Relationship Rules.

Posted by Nintaku
Nintaku
member, 358 posts
Wed 26 Feb 2014
at 08:29
  • msg #1

Powered By Apocalypse Relationship Rules

Hi! So, the Powered by Apocalypse rules (specifically Apocalypse World and Dungeon World) have two distinct methods for dealing with PC relationships. Apocalypse World uses History (Hx) as a stat, which can go up and down. Each time it goes up past Hx+4 or down past Hx-4, you reset it to Hx+1 or Hx-1 and mark XP. Dungeon World uses Bonds, where each character has a particular relationship with another character, and if that relationship status gets resolved with another character by the end of the session, it gets scratched out, rewritten, and the character marks XP.

Can someone explain to me the different ideas behind these? Design intents, consequences...the big idea? I don't know what purpose they each serve that the other doesn't, and what role they each fill in a game.
This message was last updated by a moderator, as it was the wrong forum, at 04:40, Mon 06 Apr 2015.
Sithraider
member, 125 posts
The dead, they walk!
16 in the clip...
Mon 6 Apr 2015
at 00:40
  • msg #2

Re: Powered By Apocalypse Relationship Rules

From the Stackexchange.com:
History (Hx) is a measure of how well you know someone. Fictionally this might be knowing secrets about them, understanding how they think, knowing their history of violence and being able to predict what they might do, knowing how to work smoothly with them, and/or knowing how to push their buttons or poke their raw emotional wounds and thereby manipulate them. The game doesn't require that you detail this, but you'll probably start with a vague idea anyway.


The big picture (to me) is that the two stats and their tie-ins give you a starting point for relationships and reasons to complicate them. It builds drama and tension in the party, both of which drive story.

Personally, I like the Hx stat better than bonds. It's a concrete number to help in the aside/hinder rolls present in both games.
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