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Good systems for Mad Max

Started by jhkim, June 11, 2015, 04:35:24 PM

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DKChannelBoredom

I'll second (or third?) Atomic Highway for Mad Max-style roleplaying. Easy system, flexible charatcer creation, easy to scale up/down when it comes to gonzo/mutations/whatnot at yes, a decent chase and vehicle combat system.
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Spycraft

Would work very well for any Post-Apoc Mad Max style game.
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TristramEvans

Quote from: Turanil;836742I had this game a very long time ago, before I sold it on ebay. I remember that it had a good car chase system, but can't remember what it was. Could it be possible, please, that you outline it there (or maybe scan/photo the relevant passage in the book)?

Not at home right now, but the chase rules were a bidding system. I'm relatively certain theres a retroclone of the game free online somewhere, will look later.

Certified

If you want something very tactile you might try adapting Iron Kingdoms. They have some interesting movement rules but there is a lot of setting in the classes that will need to be dismissed.

That said, Apocalypse World would be my first choice here. If you are looking at recreating the feel of the movies I think the engine is really designed to emulate this genre.
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We're currently using Fate Core.  The contest rules work nicely for chases, and it's easy to make vehicles either very important to the story, or merely set-dressing for the action sequences.

Skarg

I got GURPS Autoduel when it was first in print, thinking it would be fun to play out the original Mad Max and Road Warrior type of car combat. I love GURPS, but I didn't get very far, because as you wrote, Car Wars is more about futuristic cars with turrets, than it is about trying to knock over other vehicles while keeping your own intact. It also wasn't very grainy for modelling say the difference between a V8 Interceptor and some mid-size junker, nor the skill of faking someone out and making them crash, or contests of nudging but not crashing, and so on.

GURPS Vehicles 3e has more than enough grain, but is also a crazy detailed framework for also making planes and submarines and so on, and still not really a lot of grain for what Mad Max focusses on. And even I find it difficult to figure out the mechanics.

Since I'm a GURPS nut, I might still use GURPS, but I'd probably end up using my own house rules. I'd watch the films and come up with something that feels right for everything there, but I'm afraid I'd be hard-pressed to come up with GURPS Tactical (hex-based) rules - I'd probably have to fall back to narrative choices, which is something that GURPS Lensman does in its mass combat rules, where you have states such as A is tailgating B - A can choose to push B off balance, build up speed and ram, try to PIT B, or try to pull alongside, and B can to try to outrun, slam on the brakes, or sideswipe - each involves die rolls based on driving skill, speed, mass, engine power, car agility, etc, with certain results for different levels of success or failure.

I'd still use a hex map and use normal GURPS rules for combat between passengers, etc, but the movement of the vehicles would be based on those descriptive states and options, which would determine where the cars can move relative to each other. Usually the cars are keeping pace with each other, and so movements are small relative adjustments, instead of laying out a massive map and moving each car across it. A separate map would track where the group is, and where terrain and independently-moving units are.

Of course, if _I_ were running Mad Max: Fury Road, it'd be sort of a parody game, where the tactics seen in the film would tend to have serious risks and consequences. Jumping motorcycles over a rig to drop molotov cocktails on it would not be 100% effective as in the film, and the guys riding on bendy poles attached to speeding ram vehicles would tend to have problems, and the people climbing on the hoods of cars to spit extra gas into the engine air intakes would have to roll not to fall off, and the benefits would not tend to be significant. Etc. It'd probably be likely to all be over pretty quick, too due to some awful collision or something.

James Gillen

Quote from: DMK;836912We're currently using Fate Core.  The contest rules work nicely for chases, and it's easy to make vehicles either very important to the story, or merely set-dressing for the action sequences.

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nezach

Quote from: Skarg;837086I got GURPS Autoduel when it was first in print, thinking it would be fun to play out the original Mad Max and Road Warrior type of car combat.

I got into GURPS because I found GURPS Autoduel (2nd ed.) in a bookstore. I knew that Car Wars was in no way a Road Warrior style game due to playing the grid-n-chit game in the 80s. Electric engines and plastic armor? Forgetaboutit. There was that boxed set, Dueltrack, which seemed to be an attempt to cover that genre, but it got little support in the line and wasn't mentioned in the GURPS supplement at all.

If GURPS Autoduel had been truly an attempt to make a Generic, Universal worldbook I'd agree it could be a good basis for a Mad Max game. But, as I remember it, it was only really useful for recreating the assumptions of Car Wars in GURPS terms. Maybe that's just a testament to my lack of imagination. I have a friend who maintains he used Car Wars in a Gamma World based Road Warrior game so that might be more true than I care to cop to.
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Skarg

You're right, nezach. When I bought GURPS Autoduel, I didn't know what the Car Wars universe and technology were like, and found what you're talking about - an RPG worldbook for a world designed to explain and support Car Wars arena combats with electric cars with plastic armor that mainly fight by having all sorts of ranged weapons mounted on them. And cloning and mind tapes so you can die in the arena and then come back to die again. All of which blocked my hope of doing something like The Road Warrior. There is a Car Wars module for older cars with gasoline engines, but I doubt it really supports using them for high-speed car fencing ala the Mad Max etc.

David Johansen

I've always been disappointed with the decision to make the weapons substandard sports versions instead of military hardware in GURPS Autoduel second edition (for third edition).  I mean I understand why in GURPS Vehicle terms but it just undermines the whole concept.

Anyhow Autoduel America isn't a post apocalyse setting, it's a cyberpunk dystopia that's focussed on a specific death sport and parodies American car culture.

Man, just saying that makes me want to run it so much.
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Skarg

Quote from: David Johansen;837381I've always been disappointed with the decision to make the weapons substandard sports versions instead of military hardware in GURPS Autoduel second edition (for third edition).  I mean I understand why in GURPS Vehicle terms but it just undermines the whole concept.

Anyhow Autoduel America isn't a post apocalyse setting, it's a cyberpunk dystopia that's focussed on a specific death sport and parodies American car culture.

Man, just saying that makes me want to run it so much.

Maybe because when military weapons are used on civilian cars, the cars get destroyed really quickly? Of course, they could restrict which weapons are allowed (perhaps by league) rather than say there are substandard sports versions.

(My version of parody of the part of American car culture that involves thinking cars, trucks, and RV's are big and tough, involves them being taken out in single collisions or weapon hits.)

Xavier Onassiss

Quote from: Skarg;837517Maybe because when military weapons are used on civilian cars, the cars get destroyed really quickly? Of course, they could restrict which weapons are allowed (perhaps by league) rather than say there are substandard sports versions.

(My version of parody of the part of American car culture that involves thinking cars, trucks, and RV's are big and tough, involves them being taken out in single collisions or weapon hits.)

Yeah, we tinkered around with this in my old AADA chapter. One of my friends decided to have a "Big League Unlimited Dueling" (BLUD) event, with RV's, trucks, trailers, and military weapons. I used an ADQ article with optional rules for spinal mounting military guns on normal-sized vehicles, and figured out a way to cram tank guns into three gas-powered luxury cars. Outmaneuvered the hell out of everyone.

Zak S

#44
Quote from: Certified;836785That said, Apocalypse World would be my first choice here. If you are looking at recreating the feel of the movies I think the engine is really designed to emulate this genre.

LOL

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Anyway:

Here's a complete 5e/Atomic Highway Mad Max-specific hack complete with new cars and stuff on http://dndwithpornstars.blogspot.com/2015/05/maximum-road-5eatomic-highway-postapoc.html
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