This is a really rad revision of the game and is much neater and cleaner. I definitely really like it, and I look forward to trying it out.
Question: do you have any blank templates for the playbooks, for making custom classes? I love the little fold-in-half layout (making it a little booklet is a joy, and something we’ve been doing at our table for awhile now). We have some custom classes we love using in my groups, and I’d like to try porting them over to the new look, for the sake of consistency.
Second, some feedback regarding bonds. I like that it’s a bit more streamlined but also versatile, and as-is I have no problems with it (on first glance without playtesting, that is). Often I see players reworking bonds into flags, and I have my own self added a “trait” system that works similarly, and I was curious if, since this was meant to evoke Apocalypse World a little more, you’d considered anything like that (Hx) going with bonds.
In the past I’ve used Traits (zealous, bold, stubborn, shy, cowardly, etc.) for players in DW, and something like “when another player triggers one of your traits, their Hx with you goes up by one. When you respond to the trigger, you gain 1 Hx with them.” Then, when they hit 4 Hx, they erase it and write a bond. Aiding gives 1 Hx, interfering takes one away.
I added in some end-of-session moves like “for every player you played with this time, increase Hx by one. For every player you have played with before who wasn’t here, decrease by 1.” Then I also had some rules for doing the same thing with important NPC’s or even entire communities. And when Hx went too far negative, you’d erase a bond entirely.
In this way Bonds remained a narrative resource but also a nice record of standing with players and NPC’s, but they had a bit more of a mechanical tie in, and the traits, in lieu of flags, helped players get into character.