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Old 04-27-2017, 04:54 PM   #15
ak_aramis
 
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Join Date: Jun 2010
Location: Alsea, OR
Default Re: GURPS Autoduel 1st Ed; Car Wars Roleplay

Quote:
Originally Posted by ColBosch View Post
No, the GURPS Autoduel titles are not stand-alone and will require a copy of the Basic Set.
Absolutely

Quote:
Also, I should note that the book was VERY heavily rewritten for its second edition. If you're short on cash, just get the second edition, but the first does include some material that was outright cut.
The 1st edition was adapting CW to GURPS. The second was doing CW in GURPS.

1st Ed, building cars is based upon CW tropes, only in CF instead of spaces.

2nd, you use G:V instead, and thus need both Basic AND G:V to make it play. For a typical GURPS-head, no problem. For anyone else, a problem, tho' not always a big one.

In part, it's "What do you want to do with it?" - if it's "Use GURPS Characters in a campaign using CW combat", neither works, but 1st is a better fit. If it's "Run a GURPS rules campaign in the CW setting, go with 2E+GV, because things will then work as expected in GURPS. The results may bear little resemblance, however, to how they'd work in CW.

GAD1, however, things work VERY much like CW. Adapting new stuff in from is a very small problem; most road-worthy designs can simply be rebuilt in the new system, and duel-cars can be very closely mimicked, and the outcomes of two similar designs will be normally similar to their CW counterparts.
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