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tuftears March 7 2016, 07:47:17 UTC
If you happen to have an iPad of some sort, Sketchbook Pro isn't bad for finger-drawing.

Re: "the players are cars", I think the 'haunted car show' has more potential. I'd picture it like this: before the action started, there was a huge "fantasy cars" show at a disused car factory, but for some reason, a demonic presence struck and took over the factory. Some retired Ghostbusters realized what was going on and yelled for everyone to get as many cars as they could off the lot before they can be corrupted. This is when the PCs come to life, waking up with some well-meaning human at their wheels, driving them away.

That gives you an excuse for random bad-guy car "mooks" to show up-- they're literally manufactured. And "named" bad guy cars can show up as bosses. Ultimately of course they wind up back at the factory, trying to destroy the demonic gateway.

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jordangreywolf March 7 2016, 12:14:37 UTC
Heh. That's a good point about the "mooks" and "bosses." The Maximum Overdrive bit (in the sense of the movie, where EVERY machine, just about, turns homicidal) offers some potential for some "mooks" to deal with, but it's just too much. (Even the movie seemed to forget its own rules, as characters would be fleeing every other car on the roadway, WHILE DRIVING A CAR that inexplicably hadn't turned on them ( ... )

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tuftears March 7 2016, 17:49:51 UTC
Yeah, I was picturing that if you did run a 'cars are characters' campaign, you'd be focusing heavily on vehicle combat and car chases. Humans might be needed to repair the worst of the body damage. Once you destroy a car's engine, the ghost inhabiting it is released and can be "busted" as is traditional, if it doesn't escape (slowly) to another car ( ... )

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jordangreywolf March 8 2016, 03:25:20 UTC
I was thinking: Maybe it would be interesting for a year at Necronomicon to run some games that are thematically similar ... and the theme this year would be roadway action (or adventures that feature it heavily). I could experiment with some rules for vehicular chases that (I hope) improve upon the official Savage Worlds "Chase" rules (which are far too abstract and bizarre for my tastes, and don't fit all situations very well). Either that, or I just have a map that's at a different scale from normal, with PC-controlled cars buzzing around (I might need some sort of "turn ratio" tool to help reflect the various maneuverability ratings of different types of vehicles), engaged in combat of some sort ( ... )

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tuftears March 8 2016, 03:31:37 UTC
You covered some of this in your original post. :)

Maybe think about car chases a bit? Instead of just straight-up demolition derby action, PCs might be in pursuit of a convoy of bad-guy cars/a monster truck. They might have options of trying to cut across difficult terrain in order to beat the enemy who might be sticking to safer roads, or roads not passable by their mammoth vehicle.

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jordangreywolf March 14 2016, 06:49:16 UTC
Yeah, demolition derby action would be ... less than desirable. I need to brush up on all of KITT's powers, but I'm sure he'd have enough gadgets that he could do something to take other cars out of the action. The ECTO-1 could be equipped with a vehicle-mounted ghost trap (as seen in the video game), and a vehicle-mounted proton gun (made-up for my scenario, but surely Egon could invent such a thing ( ... )

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tuftears March 14 2016, 16:36:53 UTC
Keep in mind those guns are going to be extremely powerful unless you allow the car-PCs to carry crew with guns, or the game simply doesn't have that much combat-- it'd be like being the only ranged combatant in an arena full of melee, you could pick them off from a distance smugly while they try to catch up to you ( ... )

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rowyn March 14 2016, 03:36:32 UTC
I rather like the "Extraordinary Automobiles" as incidentally animated by the Decepticons. But then again, I am also a huge sucker for KITT so I want a scenario where he gets to be a PC. :D

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jordangreywolf March 14 2016, 06:41:05 UTC
Well, whichever way I go ("cars that are already autonomous" vs. "cars that are iconic of the '80s") KITT is certain to be included. It helps that it'll be one of the easier cars for me to represent with Micro Machines with a minimum of kit-bashing. But more to the point, it's very likely I'd have a player who at least has an idea of how to roleplay KITT.

I suppose if we went with the "cars get animated" route, then it might be fun if the A-Team van comes with roleplay instructions along the lines of "Pick your favorite A-Team character, and role-play the van using that persona." I'd expect high chances of getting a van that speaks in the voice of Mr. T / B.A. Barracus.

Regarding the non-talking cars: I know that in "Maximum Overdrive," the cars didn't talk, but I'm not about to reduce players in a convention game to not talking. I prefer to encourage the PCs to work together as a team, and preventing them from in-character communication isn't going to help the quality of the role-play for a pick-up game. I'll hand-wave it ( ... )

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