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Old 12-17-2018, 01:42 PM   #15
Chris Goodwin
 
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
Default Re: Was GURPS Autoduel a big thing?

Quote:
Originally Posted by Blue Ghost View Post
I suppose.

The guy I was talking with was someone I met at Dundracon earlier this year or last year (I can't remember when), who was a key figure in Champions' founding and design. And I told him point blank that our group played Champions' "battles", but it was supposed to be an RPG, and we rarely did any non-combat RPing other than maybe a pre-battle research / setup session. We didn't interact with NPCs, roll dice for encounters, travel to other places and all the other stuff that you do in an RPG. It was essentially Car Wars or SFB with superheroes and villains. The characters were essentially dueling vehicles or starships, and the game itself (at the time, I don't know about now as I haven't played it in eons), used the impulse movement system.

Your "hero" was your play piece, and even though you built him like you would a car for Car Wars, there wasn't that same kind of investment in the character as say a D&D or Traveller character.
My roleplaying group I mention above pretty much used Champions and the other Hero System games as our go-to for a lot of things, and we (as did a lot of others at the time) had long running campaigns with lots of roleplaying and character interaction. (I get playing Champions like that; lots of people did, and that was sort of the primary mode for a lot of superheroes-in-Car Wars play from Autoduel Champions. But Champions was a pretty meaty system for low investment character play of the sort we saw with Car Wars "playing piece" characters.)
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