Apocalypse World 2e uses Aid +2 instead of Aid +1. I think this is due to how difficult Aid / Interfere is to hit. Interfere is great for solving player disputes, but Aid gets tried once and I find it impossible to get players to engage with this rule when it’s so hard to achieve and the reward sounds so meagre. I’ve had plenty of people argue the maths to me, but all the players I’ve had aren’t strong on maths. They try Aid, in practice it’s shit, so they never do it again. Bear in mind I’m not talking about a static group here, I get new players every week. No one likes Aid – I even spend 10 minutes explaining how important it is and they don’t like it when they try it.
This leads to me doing what I call Turret-GMing. I turn to face each player and talk only to them, going around the table. This style is a bit stressful for me as I see players getting bored waiting to be aimed at.
I tried Aid +2 yesterday, and players experimented with Aid / Interfere more. People got involved in each other’s turns. Mechanically, the +2 had no effect on the game – no one rolled a result where the extra 1 mattered. But the dynamic at the table was more positive. Teamwork was worth trying.
I’m going to maintain this house-rule for now, and see how it rides out. I may be wrong, and it may be a fault in my style. But I prefer play to be more of discussion where everyone feels they can contribute – this change does a lot to achieve that.
What are your thoughts on this?