11-25-2020, 06:58 PM | #1 |
Join Date: Feb 2011
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Campaign ideas
Looking at doing a atomic highways game and cars crossover game and want to run some ideas past others.
I am going to use atomic highways for a character build and fly rules, pretty easy and fun to use. I am going to use cars wars for a setting and the car combat rules for car combat. Have an idea to deal with cross for skills and such. Big issue I am trying to figure out is I am looking to have 4 players in the group and use a bunch of the published jobs and adventures from road battles and ADQ over the years. Not sure what I should do for a basic cash setup for each pc to buy gear for personal use. Kinda thinking of giving them each $1000 which can get some decent gear to start. Not sure what to give them as a group to start off with for cars or should I just build a couple of decent off road trikes for them. What would be a good budget for the group to give them to guys transport? |
11-26-2020, 02:05 PM | #2 | |
Join Date: Dec 2007
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Re: Campaign ideas
Quote:
The adventures in _ADQ_ usually run $10-15K/character, for vehicle and equipment; that's enough for each character to have a solid Div. 10 duelcar, with two characters doubling up on a Div. 20 "support vehicle" (Wagon or Pickup with a Portable Shop and cargo capacity. With four PCs, that's a Point Guard, a Rear Guard, and the "ash-and-trash" vehicle....
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"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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11-26-2020, 03:54 PM | #3 |
Join Date: Jun 2008
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Re: Campaign ideas
You could always allow the players to start with a loan to cover vehicles and make them pay off the load in regular monthly instalments. That can give the campaign some urgency. Defaulting on the loan gets bounty hunters after you.
$50K in vehicles for 4 characters should be enough for some decent two seaters or four smaller ones (or a mix). It depends what they are going to be doing as jobs to start with. $1000 per person in savings is a good figure, some cheap armour (ABV over BA), a cheap slug thrower and some emergency funds. Dark Future had some good campaign rules - and of course GURPS Autoduel. Last edited by swordtart; 12-01-2020 at 12:11 PM. |
11-27-2020, 04:29 PM | #4 |
Join Date: Feb 2011
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Re: Campaign ideas
It's been a while since I last checked out the ped gear in the game or even looked at the books, Going to start easy and work up since two players are going to know nothing about the world. Have not looked at some other players yet and need to get some reading done and a world book worked out for the basic setting their job as small-time mercs to start.
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11-27-2020, 11:11 PM | #5 |
Join Date: Dec 2007
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Re: Campaign ideas
For the challenge-value, I threw this 4-character force together, using mostly _VG1_ and "pocket box" gear:
Point: _Scorcher_ [FTs L, R]. $9,980. Support: _Micro_ [2nd char. rides in cargo sp.]. $12,650. Rearguard: _Coaster Rearguard_. $9,375. Vehicle Total: $32,005 Port. Shop (in _Micro_): $4,000. Port. Medikit (in _Micro_): $750 Body Armor (4x): $1,000. SMG (4x): $1,480 Ext. Mag. [SMG] (4x): $680 Smoke Gre. (4x): $80 Pocket Change: $5. Personal Total: $7,995. Total: $40,000.
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
11-28-2020, 11:30 AM | #6 |
Join Date: Feb 2011
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Re: Campaign ideas
Thinking of starting the group with no cars might be the best, I know the adventure in the northeast is good for no cars to get money, can not remember how much it pays. Need to go through the ADQ and other books to look for ideas to get them working and understanding the world and then add cars to the group as they get cash and can do bigger jobs. Planing on the convoy at some point along with a couple of of the other jobs from the regional books at some point.
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11-28-2020, 02:35 PM | #7 |
Join Date: Jun 2008
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Re: Campaign ideas
You could always start them out as hired on gunners for a trucking company.
That way they can build experience of vehicular combat without having to worry about controlling vehicles. Add in the occasional AM Night (with arena in a genteel area that at least makes an attempt at keeping contestants alive). For ped. engagements, I generally find an extended mag is a better buy than an extra mag. You get just as many bullets but you don't have to spend a turn reloading. It became such a popular option that my gun shops offer it as a default option. Pay an extra $30 and you can swap out the standard mag that comes with your gun for an extended one. |
11-28-2020, 04:57 PM | #8 | |
Join Date: Dec 2007
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Re: Campaign ideas
Quote:
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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12-01-2020, 12:14 PM | #9 |
Join Date: Jun 2008
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Re: Campaign ideas
Coincidentally one of my players mentioned this weekend that the others had all be asking about restarting the campaign (after it's rather bloody end of season finale).
The issue I'll have is whether I can stomach all the paperwork I'll end up having to do. We may end up migrating to a different system as CW 2.5 is painfully slow (doubtless why they are using a different game mechanic for 6th) |
12-01-2020, 12:23 PM | #10 |
Join Date: Jun 2012
Location: CA
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Re: Campaign ideas
I'd start with Convoy (but upgrade the vehicles and maybe change the area to your local area). Then see where the campaign goes from there. Let the players keep the vehicles and equipment they buy or 'acquire' along the way. Of course if they fail the mission they're screwed, but that's fun too :)
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