... Barf forth apocalyptica, that is. I've had AW for about half a year now, and I absolutely love the way it's written. The character creation process, the idea of "playing to see what happens" (I'm a total sandbox GM all the way), and treating everything as if it were real really speak to me. It's everything that I want to do as a GM laid out right there in black and white. I'm dying to run a few sessions for my group, but have hit a snag.
I tried to pitch the game to my group as being "like Mad Max but focused on character development". I got laughs, which is not what I was intending at all. No one seemed to understand what I was trying to say and didn't seem all that interested. Which is a shame. AW looks like a great game, and (in my opinion) playing several sessions would be very beneficial to at a few of my players. My group is pretty "traditional", meaning that we only play D&D-esque RPGs. You know, games that are mainly focused on "killing things and taking their stuff" instead of on who the characters are. One player in particular has never come up with a backstory or a personality for any of his characters, and just plays as a collection of stats and combat tricks.
I see the questions that get asked in AW as the perfect opportunity to get certain players in my group to be more proactive. Or at least start thinking about their characters as real people.
So, how did you all pitch Apocalypse World to your group? Or were you all lucky enough to have groups who were open to the more "narrativist-style" games?