08-11-2017, 07:15 PM | #1 |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Summary of the Autoduel Setting
As part of a Con game I’m planning to run, I need an introductory blurb to describe the Autoduel setting. Below is my first attempt. Any thoughts on additions, subtractions, or other suggestions (especially the last paragraph)?
Name: Mission of Mercy (GURPS Autoduel) Rule Set: GURPS 4th edition Description: There is a load of medicine that needs to be delivered to a town across the desert in the next 12 hours. The PCs are motorcycle scouts, cross country couriers, truckers, and auto duelists available to make that delivery. There are only 400 miles of bandits, biker gangs, and crazies in their way. The Autoduel setting is a post-apocalyptic world, with pockets of civilization, in the form of Fortress Towns, surrounded by lawless areas, filled with bandits and cycle gangs. Air travel is expensive and infrequent, so the vehicles that transport people and goods between towns are armed and armored against bandits and gangs. As a result, Autodueling, a sort of demolish derby with armed and armored vehicles, has become a popular sport. The Fortress Towns can produce high tech weapons (e.g., up to experimental vehicle mounted lasers) and ground vehicles (e.g., electric cars capable of traveling 100 mph for 300+ miles) and medical technology is very advanced (e.g., cloning and brain taping), but costly. |
08-11-2017, 10:06 PM | #2 | |
Join Date: Sep 2011
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Re: Summary of the Autoduel Setting
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Now the electric vehicles venture between the Fortress Towns in mighty convoys. From the scout's motorcycle to the trucker's big rig, every vehicle is armed to the teeth with the best autoduelling weapons they can afford. They will take back the night and one of them is you! |
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08-11-2017, 10:28 PM | #3 |
Join Date: Mar 2005
Location: Republic of Texas; FOS
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Re: Summary of the Autoduel Setting
I think the description and summary work well. Curmudgeon's addition is good, too.
I'd love to hear how it turns out, particularly the actual autoduelling combat aspect of it translated to 4e. I've dabbled with the idea of stating up some duelcars in 4e Vehicle terms but have yet to give it a shot, much less run a battle with Basic Set Vehicle rules.
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Our decades-old & rarely updated CarWars blog & Hotwheel conversion tutorial: North Texas Autoduel Association |
08-12-2017, 12:16 PM | #4 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Summary of the Autoduel Setting
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08-12-2017, 12:20 PM | #5 | ||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Summary of the Autoduel Setting
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Yes, this is the topic of another post ... |
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08-12-2017, 12:28 PM | #6 |
Join Date: Sep 2011
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Re: Summary of the Autoduel Setting
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08-12-2017, 04:27 PM | #7 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Summary of the Autoduel Setting
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But I am struggling on how to keep it short, not miss lead, and give it a interesting hook. For the signup flyer, I almost wanted to describe the setting as: "The Autoduel setting is a post-apocalyptic world, with pockets of civilization, in the form of Fortress Towns, surrounded by lawless areas, filled with bandits and cycle gangs. Think Mad Max/Road Warrior, but higher tech, and add professional auto duelist (a demolition derby with armed and armored cars)." And then give a longer explanation in the character handouts. -Dan |
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