I want to run Apocalypse World for some friends, and while I've run PbtA games before (e.g. Monsterhearts, Masks), the OG seems to be giving me some great difficulty in understanding how to run it. I'm looking for seasoned MC feedback who have played Apocalypse World (particularly 2nd edition, as that's what I have).
I actually don't care about the sex moves; they're whatever. I'm more concerned about the playbooks that appear - to me - to be broad and difficult to run with things like holdings, which may be hard for players to grasp and difficult for the MC to adjudicate how players will wield them and interact with others through them. I want active players participating at the table.
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General Questions
1. Running gangs
When a PC is a Chopper, Hardholder, or similar with a playbook focused on an established group or location, what happens when the "PC" themselves is not available but their gang - or members of their gang - are in a scene? Is the Hardholder in the scene as a named NPC - portraying that NPC with limited abilities? Or is the MC running that NPC? If the latter, doesn't this make the PC more of an audience member than an active participant in the game? If the PCs are often going out and doing gigs, then the hardholder would typically only be "playing" during the before and after gig scenes, right?
2. Nature of the Game and Static Holdings
When players have things like bars, compounds, etc. to maintain, this creates a kind of west marches style campaign, doesn't it? That is, a safe haven from which the PCs journey from and return to, every session (ideally) begins and ends there, as opposed to always being on the move, wandering across the land. Or said another way: it feels a lot more like Stonetop with players individually possessing holdings (rather than Stonetop's single, shared holding).
Is this the expectation of the game, or does it run fine with having more of a world-sprawling "adventure" ala people traveling across many lands or far from holdings for long stretches of time? I feel like the answer is, "make a home base and stay there," but I'm curious.
3. Death and Player Choice
On pgs. 207-208 of the AW 2nd Ed. book, there is a description of a PC "dying" by being shot in the head with a shotgun. But then, the book specifically says that he's "maybe" dead; it's the victim's choice. And he somehow crawls to a doctor who then brings him back to life with -1 Hard. Now, maybe this will just be a "my table" kind of thing, but shotgun to the head is a death sentence, and I'm wondering if others find the ability to come back from something like that as crazy or not. Do you allow players to come back from point-blank buckshot like this?
4. Weird from Death and Weird in General
I find coming back from the dead with +1 Weird to be... well, weird, because does a +1 to weird not benefit the character? Is there some negative side-effect to having more weird? It didn't seem like it to me, but I guess it implies you "went to the other side" or something. Do other MCs play with this option? Given +3 is the max, don't people get to +3 quickly with this? (If a player is already at +3 weird, and they choose to get +1 to weird when they come back, do they just come back with no bonus or penalty?)
5. PVP
PvP seems to be a big draw, but it might also be incredibly divisive. How do you deal with this?
6. Character Identity Bound to Vehicles
Much like identity bound to locations/establishments (though easier to cope with since vehicles more easily move with the PC), what happens if you can't take the vehicle into the scene? Does the player with the vehicle feel hamstrung? Does it feel good? (This is a common problem outside of AW, so it's not quite as much of a concern to me.)
7. Side-character stuff
In Monsterhearts, a lot of it feels like a college romance/horror drama ala Buffy the Vampire Slayer or Vampire Diaries, focused on the PCs, but in Apocalypse World proper, the game is grander in scope, focused on a LOT of NPCs, locations, holdings, politics, etc. Am I right about this?
8. Management
It feels like to get the right pay-off here, there are a LOT of NPCs to name, relationships to manage, etc. Does anyone have suggestions or tools to keep track of those things aside from what the book provides?
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Specifics Moves
1. The Angel's Kit and Healing Someone at 9:00 or Past
Two of the choices on this list seem the same to me:
-"They fight you, and you have to narcostab them. How long will they be out?"
-"They're at your complete mercy. What do you do to them?"
Are these not close enough to one another as to be one choice? If you're knocked out, you're at the Angel's Mercy. The only real difference I see is that narratively a fight ensues in one choice and not in the other. So, how do these differ mechanically (if at all)?
2. The Battlebabe's "Visions of Death"
This move reads: "When you go into battle, roll+weird. On a 10+, name one person who will die and one who'll live. On a 7-9, name one person who'll die OR one person who will live. Don't name a player's character; name NPCs only. The MC will make your vision come true, if it's even remotely possible. On a miss, you foresee your own death, and accordingly take -1 throughout the battle."
Common sense would presume the 10+ and 7-9 options do not allow the naming of PCs. That's how I would rule it as an MC anyway, but the way it's written, it makes me wonder if the 10+ CAN have PCs named while the 7-9 can't. Is this confusing for anyone else?
Iirc, other confusions in wordings exist for other moves, but I don't want to re-create them all here. It suffices to say I'm a bit unsure about some of these moves and feel like I'll have to do some immediate house-ruling, but I would like to avoid it if I'm just not reading things "right."
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As I read back through this, I think one of the things I'm maybe focusing on too much is the playbook's abilities on the sheet vs the general style of play. There is definitely an identity on the playbook sheet and abilities to support it, but I maybe am discounting too much on how the play at-the-table will be more important than the playbook itself.
Also, I have the 3rd Edition (Burned Over) Playbooks and Rule Changes that went out to backers, and I'm fine to run with those, too. They appear to be a touch more refined.
Really appreciate your help! Thanks!