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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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