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Old 01-24-2024, 11:32 AM   #1
2097
 
Join Date: Sep 2012
Default Re: Autodueling and such!

Quote:
Originally Posted by sparcipx View Post
I'm a longtime classic Car Wars player/gm, and am currently running a couple of GURPS Autoduel games in 4e. It was difficult at first to get my players (my Car Wars buddies of 40+ years) onboard, but we muddled (and continue to muddle) through it.

Just curious, is it vehicle design putting you off? The GURPS movement system? Or do you just want a simpler rule system?

If you haven't already seen it, this thread links to a document that offers a solution to the first problem. My own tweaked version (the one we use) can be found here.
One reason for going with Car Wars 4e (I checked, I have a 2015 printing of 4e) is to frugally enjoy a box I already have.

I have GURPS Basic Set 4e and 3e but I don't have Vehicles any version. I have Action Tricked Out Rides for 4e so I'd need… it's Exploits, right?


There's also… I don't know how the Vehicles system works but in the first GURPS Autoduel, you roll 3d6 for every single manuever and hazard, up to three times per second. In CWC, you don't need to roll if you're safe or XX, only if you're in between, and it's only a single d6, and you don't need to look anything up, the number is right there (for example if it says 3 you need to roll 3 or higher). Fun!

The phase-based movement system is built right in (it's an optional rule in Autoduel—that was the one thing I wanted to take from Autoduel 2e for GURPS 3e, it seemed a li'l better there).

Also the character system is simpler than GURPS (while still being a step up coming from Moldvay Basic). I can still use the scenarios and situations from GURPS but the character system is more than enough.

The math also seems more robust in CWC (2d + adds rather than 3d6 roll low; less extreme bell curve).

Thank you for sending your ruleset! I see you're also using Tricked Out Rides and CWC.
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Old 01-24-2024, 12:02 PM   #2
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Default Re: Autodueling and such!

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Originally Posted by 2097 View Post
One reason for going with Car Wars 4e (I checked, I have a 2015 printing of 4e) is to frugally enjoy a box I already have.
I hear ya, we also have too much $$$ invested in the classic CW line since the mid-80s. Rather than shell out for new GURPS-sized miniatures etc, we still use our Car Wars counters in our GURPS 4e games with 5 hex/inch paper. 5 hexes = 5 yards/15 ft which corresponds with CW scale. Convert the Classic CW Movement chart speeds to yards/sec et voila, GURPS movement in 1/10th second increments. I should probably document this at some point...

Quote:
I have GURPS Basic Set 4e and 3e but I don't have Vehicles any version. I have Action Tricked Out Rides for 4e so I'd need… it's Exploits, right?
I've only really used the chase rules from Action 2: Exploits. They play well with the Rush Hour scenario in Autoduel Quarterly 2/3 when simulating traffic. Lotta prepwork required statting vehicles, though.

Quote:
There's also… I don't know how the Vehicles system works but in the first GURPS Autoduel, you roll 3d6 for every single manuever and hazard, up to three times per second. In CWC, you don't need to roll if you're safe or XX, only if you're in between, and it's only a single d6, and you don't need to look anything up, the number is right there (for example if it says 3 you need to roll 3 or higher). Fun!

The phase-based movement system is built right in (it's an optional rule in Autoduel—that was the one thing I wanted to take from Autoduel 2e for GURPS 3e, it seemed a li'l better there).
See my comment above regarding phase-based movement. If you have any questions, I'm happy to answer.

As for using GURPS Vehicles 2e, I've never taken the time to learn, myself. I bought the GURPS Vehicle Builder program for 3e but have never really used it. I typically convert existing CW vehicles (even the "illegal" designs from the AADA Vehicle Guides and Combat Showcase) using the process in Chris Goodwin's GURPS Autoduel RPG 4e doc, my tweaked version, and Describing Vehicles from Pyramid 3/120. I also hand-wave or eyeball things that don't quite jive (like acceleration), there's always things that won't convert cleanly (or at all). The important part is the 4e stat block, IMHO.

Quote:
Also the character system is simpler than GURPS (while still being a step up coming from Moldvay Basic). I can still use the scenarios and situations from GURPS but the character system is more than enough.

The math also seems more robust in CWC (2d + adds rather than 3d6 roll low; less extreme bell curve).

Thank you for sending your ruleset! I see you're also using Tricked Out Rides and CWC.
Chris Goodwin did the original doc, I just tweaked it so it jived with Describing Vehicles from Pyramid 3/120. I'm slowly CW converting weapons/accessories to proper 4e stats and correlating with similar weapons/accessories in GURPS High-Tech etc but my schedule doesn't leave a lot of time...

We're also playtesting the breaking out of certain classic CW maneuvers (like the Bootlegger Reverse and T-Stop) from the Driving (Wheeled) skill into separate Techniques, once I wrap my head around things.

Action 6 is great for superspy type armed vehicles but not so much for Autoduelling machines. It is a good starting point for devising one's own system. We've used it with the GURPS After The End books to design vehicles for GURPSified Chassis & Crossbow/"PTSD Maxwell" scenarios to great effect.

Last edited by sparcipx; 01-24-2024 at 01:47 PM.
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Old 01-24-2024, 02:04 PM   #3
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Default Re: Autodueling and such!

So the vehicle movement combat stuff you're using is from the 4e Basic Set right? B464
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Old 01-24-2024, 02:45 PM   #4
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Default Re: Autodueling and such!

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Originally Posted by 2097 View Post
So the vehicle movement combat stuff you're using is from the 4e Basic Set right? B464
Sorta... We use the vehicle movement/combat rules from the Basic set, but broken into 10-phase seconds to emulate Car Wars movement per my previous post. We also use the Turning Radius bit from Chris Goodwin's doc.

We've also discussed GURPSifying the Car Wars crash table into our game for flavour, but I'm holding out for now.
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