Jervis Johnson: Designing Apocalypse
July 2013·pp. 64–65
THE SHORT VERSION
Jervis recalls using the first Apocalypse to encourage games beyond equal-sized two-player battles. The new edition keeps that freedom while adding missions, disasters and heroic choices. Working with Phil Kelly makes him reconsider his own preference for minimal rules after seeing players enjoy the extra decisions. He draws a parallel between collaborative design and sharing the work of organising a large game.
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Find this article in White Dwarf 403, pp. 64–65.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.