nerdwerds: comfortable curmudgeon

Apocalypse World: MCing the Psychic Maelstrom

Open your brain is an information move, and if the maelstrom answers questions then every roll shortcuts the front. A maelstrom that does things replaces other moves so a maelstrom that hands discrepancies to the players forces them to make decisions and take actions.

The firs thing I'll do as an MC is decide what the maelstrom is, what it can give, and what it will take. Once I've settle on that, the flavor of apocalypse picks itself.

The first time a player decides that their character will open their brain use the context of the fiction to have the maelstrom speak. If the fiction is already speaking about things like debts, bookkeeping, and grief, then the maelstrom can be defined as a ledger and the heart of the maelstrom could be debts unpaid, lives lost for money, or written errors that led to catastrophe.

What it is: a ledger.
What it gives: numbers, smells, names.
What it takes: your mouth.

The practical rules fall out of the definition.

"What it gives" is a fixed grammar. The players will/can get good at reading it because if it always speaks in the same language then those meanings will translate into something for the players when they keep being referenced.

MIsses should cost time and lost opportunity. Losing time is more expensive than harm or missing another roll, and there's no way to prevent or protect against it. A miss that leaves a player's character dazed and standing around while the scene changes creates a real feeling of "what did I miss?!"

Save deviations for the things that are distinctly other. If everything the maelstrom says is loud and specific, then something going vague or quiet seems alarming. The grammar exists so it can break when things are about to change, or the path has been left.

Other ideas for what the Maelstrom could be...
Dead media. A broadcast the never stops.
It gives truth wrapped in irony, everything arrives as old ad jingles, sitcom laughter, emergency bulletins for towns that don't exist, callsigns and IDs for radio stations that don't exist.
It takes your certainty, you can't always tell the broadcast from your own memories, on a miss you might find yourself looking for someone or something that only existed in the vision.

Weather. No content at all, only conditions. It is a dread isobar moving in from the northwest.
It gives pressure, temperature, a direction, fronts, forecasts possibilities instead of learning.
It takes your calm. Misses are late, wrong, or arrive for someone else, or they're right but useless.
Brutal for paranoid games because nothing can be confirmed.

The bazaar. Opening your brain is walking into a market where things want to trade.
It gives exactly what you pay for and the prices are never in currency.
It takes more than you bargained for, literally, maybe you accepted terms you didn't hear.

The body. The maelstrom is one organism and you're inside it.
It gives aches, warmth, places feel like organs, distance is measured in pain, a town going bad feels like an abscess before you ever see it. Nothing is stated!
it takes your flesh. Whatever the world is suffering, you wear a share of it. Misses are measured in pain, the hurt shows up somewhere that isn't the wound, and you have to work backward from the symptom to the cause.
This kind of maelstrom will feel dangerous because it communicates in feelings and pain, but it only feels. It wants to be healthy too, but it has no way to communicate except by inflicting information somatically.

The audience. It watches, and wants a good story.
It gives cues, beats, a name it's rooting for. It tells you what would be dramatic rather than what's true, biased toward tragedy and irony because those play better.
It takes your privacy, and worse, your authorship: once you've looked, it starts arranging the world to be worth watching, and it will lie outright to earn a scene. Misses are the plot twist you didn't ask for, the ally with a secret, the coincidence that's too neat, the reveal timed for maximum hurt, and all of it delivered as fact.
This version of the maelstrom is active and that makes it the most dangerous kind, because it won't sit back and wait for you to open your brain, it will push for escalation and it doesn't care about happy endings or anyone's safety to get what it wants!


I like to insert ideas about how the world ended and connect them to the maelstrom. You can roll 2d6 or choose from this list:
1-1 The Waking: Everyone's minds touched at once, and most didn't survive the contact.
1-2 The Broadcast: Something transmitted on every frequency for nine days. Nobody remembers hearing it. Nobody was the same after.
1-3 Overpopulation of the Other Side: Too many dead, too fast, and the psychic space filled past capacity.
1-4 Weaponized Maelstrom: A state program made it a weapon. The maelstrom won.
1-5 God's Answer: Prayer worked, once, everywhere simultaneously.
1-6 Sleepers: A third of humanity fell asleep and never woke. Their dreaming is what the maelstrom is.
2-1 The Consensus Break: People simply stopped agreeing on what was real, and reality obliged.
2-2 The Harvest: Something came, took what it wanted from every mind, and left the husk.
2-3 The Network Ascension: The old world's data infrastructure achieved something and dragged its users with it.
2-4 The Hunger: The maelstrom was always there. It got hungrier.
2-5 The Children: A generation born wrong, or born right, and the world couldn't hold both.
2-6 They Opened A Door: An experiment opened a channel. Nobody found the latch on the other side.
3-1 The Reckoning: Everyone experienced their own worst act from the victim's side, at once.
3-2 Dissolution: Individual identity became optional and most people opted out.
3-3 Great Grief: A single loss, psychically amplified, that nobody could climb out of.
3-4 A Moment of Silence: The maelstrom stopped for six hours. Everything the old world depended on was inside it. 3-5 The Split: Half of humanity moved somewhere else. The half left behind can still hear them.
3-6 The Wrong Prayer: A cult got what they asked for.
4-1 Bleeding Through: Another world's apocalypse leaking into this one.
4-2 The Long Argument: Two psychic powers fought using people as terrain. The battle is over, for now.
4-3 Precognition: Everyone learned, simultaneously, exactly how and when they would die.
4-4 The Author: Something started narrating, and people started obeying the narration.
4-5 The Cure: A treatment that made everyone psychic, but not to everyone's benefit.
4-6 The Return: The dead came back as pressure and voices, not bodies, and the living broke under it.
5-1 Feedback: Mass communication reached a threshold and the loop closed.
5-2 Erasure: A century of memory is gone. Not destroyed, but removed.
5-3 Passengers: Everyone is carrying something in them, but some have woken up.
5-4 The Verdict: Humanity was judged by something with authority, and sentenced to this.
5-5 The Thinning: The wall between mind and world wore out from use.
5-6 Signal in the Deep: Something at the bottom of the ocean started calling and half the world walked in.
6-1 The Old Ones' Bargain: Somebody traded the future for something, and collected.
6-2 Static Storm: A permanent psychic weather system settled over the planet.
6-3 The Lie: There was no apocalypse. This is what people are made to believe there was.
6-4 Compressed Viewpoint: Every human mind was briefly a single mindand the majority didn't like what it saw.
6-5 Withdrawal: Whatever had been quietly holding the world together stopped.
6-6 A Very Ordinary Apocalypse: War, famine, plague, collapse, whatever. A boring old apocalypse that you would expect. The maelstrom is just what grew in the wreckage.

Pick three of these that contradict each other, give each to a different faction as gospel, and never resolve it. Or maybe pick one to be true, and never reveal it fully.

#Apocalypse World #psychic maelstrom #threats