Resources: Player Aides

101 player character background hooks that can be used in many different types of settings. These hooks vary from small hooks (potentially one adventure worth of material) to long hooks (campaign long ideas). See both pages.
101 player character quirks that can be used in many different types of settings. These quirks vary from small quirks (small effect on game play) to big quirks (potentially large effect on game play).
Acronyphobia is the irrational fear of acronyms. In tabletop RPGs we throw around a ton of acronyms and there is a bit of a learning curb for newbies. This site is a glossary of common tabletop acronyms, abbreviations & terms.
Maintained by Patrick Henry Downs, this page lists ALL of the AW Playbooks known to humankind. If you want to share a new playbook, identify a dead link, or find out anything about this page, put "AW page" in the subject heading and send it to nerdwerds AT gmail dot com
Download the ZIP file for John Harper's original AW playbook templates in letter format.
Hey You! Want to create your own original character classes for the apocalypse? Download the attached legal-sized "WORD" template for trifold Apocalypse World playbooks.
This tool generates the world known by the PCs and the history they have heard of. You can always introduce small bits of information that may make the players see things under a different light or even reveal a shocking hidden truth about it all.
Essays, games, supplements and original larps by Quinn Murphy, Rich Rogers, Arlene Medder, Brendan Conway, Meguey Baker, Mark Diaz Truman, John Wick, Shoshana Kessock and Jenn Martin.
This aid by Paulo Rivas López is meant to help the players and the Narrator to build the setting of the game together as well as getting to the same page in respect to some of each others expectations. It includes a new trick too: to handle Fronts (that stands for all kind of plot-relevant organizations such as a guild of thieves, a kingdom, a company, a ship, etc), you just roll 6d6 and list those numbers as the Front stats, or place the dice over the hexagons in any order you want.
One of the most difficult aspects to being a game master is planning campaigns where players are constantly invested and engaged in the story and world. The Rumor System was created to solve that problem, as it allows the players to determine the outline of the main plot so that the game master doesn’t have to shoulder the entire burden. It also serves to inform the game master about the players’ motivations so that they can continue to facilitate a mutually rewarding game.
Compiled by the members of story-games.com, this classic resource breaks names down into over a hundred categories and genres, with lists ranging from fantastical and historical names to contemporary and humorous ones.

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