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Old 01-26-2024, 12:43 PM   #41
swordtart
 
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Default Re: Worth it for nostalgia...?

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So I'm def not starved for rules, it was more that I was curious about setting stuff. I have GURPS Autoduel (both versions) and Car Warriors already.
The map of Autoduel America is the same one in GURPS Autoduel (but larger) as far as I can tell.

People often say Autoduel Champions has good skills rules, but I think it was just the precursor to them in the main rules so not sure if they are any different.

Obviously ADQ as that often features several setting related articles and many scenarios.

The Road Atlas and Survival Guides have lots of flavour (but you will find much of it was duplicated in GURPS Autoduel).

Almost every supplement has something, but other than the GURPS Autoduels (which pretty comprehensively covered everything) much of it is spread thinly throughout. If you don't buy everything you will miss something, but if you buy nothing more you won't have missed much.

There is also the perennial problem with CW moving goalposts between editions. It is also of its time where you are thrown into a one-off scenario win or lose and then start from scratch next time you play. Most scenarios were no-where near each other and you moved from state to state. Given the game is about road combat, you would expect to have more combat getting between scenarios than in them.

I think the only supplement that seemed geared towards a campaign was L'Outrance.
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Old 01-26-2024, 01:31 PM   #42
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Default Re: Worth it for nostalgia...?

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What are some good pickups for the RPG side of things?
Essential
Compendium

Highly Useful
UACFH
City Blocks (any)
AADA Road Atlas & Survival Guide (any)
A road atlas. As in, Rand-McNalley or equivalent.
AADA Vehicle Guides 1 &/or 2.

If you're aiming merchantile, a copy of Classic Traveller or Mongoose Traveller

Not essential but still useful at times
Autoduel Champions - adds attributes and superpowers, but Compendium includes a number of the then new non-supers skills.
ADQ 5-4 - covers road encounters, advice on road duels.

Aeroduel: it's a great set of rules... but isn't always appropriate for duels. But it can be quite useful in RPG mode... Agressors, or even as a means of getting the duel rigs from place to place

Silly, but sometimes fun
Issues 51, 55 and 60 of The Space Gamer have a magic system
ADQ 6-1 Dragons in Car Wars
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Old 01-27-2024, 04:32 PM   #43
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Default Re: Worth it for nostalgia...?

Hi Aramis thanks for that list and thanks for the help over on BGG also (I am @snth there).

I have a couple of different versions of Traveller and I have "Sons of Gold" for SWN (although that's more built on The Minrothad Guilds). Using mercantile and other campaign structures from Traveller and Elite is a great idea, thank you for that! Cars & roads & towns have a lot in common with space ships & space & planets.

Also thanks for clarifying what a road atlas is. I'll try to find one.
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Old 01-27-2024, 09:09 PM   #44
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I have "Sons of Gold" for SWN
Um -- not to get too far off-topic, but: What game is this?

(Been trying to adapt _The Fantasy Trip_ to _CW_ for a while, myself.)
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Old 01-28-2024, 04:01 PM   #45
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SWN - Stars Without Number. SF using a D20 system.
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Old 01-28-2024, 04:20 PM   #46
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Default Re: Worth it for nostalgia...?

I have also a settlement generator for Fallout (that was free from somewhere -maybe unofficial GURPS Fallout or even the fallout RPG that came on Fallout 2).

I have used Cyberpunk for the more upscale Arcologies / Fortress Cities.

I have used Deadland Road Warrior for that part of America not covered by the published RASG's (what would have been RASG 8).

I have also plundered from Atomic Highway, Battle Cars, Dark Future (good for campaign rules), Darkwind War on Wheels, Gaslands, Inferno500, Joe Dever Freeway Warrior CYOA books, Outride, Wreckage and Roadkill, Motocaust, Thunder Road, Road Rage and dozens of others.

For my maps, I just use a google map of the real area. Scale it using Inkscape and use vector vehicle counters. I also virtually drive the road where the encounter is to take place to find all the interesting spots that might cause problems but that are too fiddling to work out manually for every 15 ft of road, e.g. Culverts where ambushers could hide, side roads and of course those drainage ditches that run alongside roads that can make going off-road to avoid your enemy a BAAAAAD decision.
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Old 01-28-2024, 09:24 PM   #47
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I have used Deadland Road Warrior for that part of America not covered by the published RASG's (what would have been RASG 8).
Wish I still had my copy of _RASG8_; lost it sometime after NOVA threw me out.

(Oddly: One can assemble a good chunk of _RASG8_ from _ADQ_ adventures -- "Telethon" is set in Las Vegas, NV; "Badlands Run" covers northern NV; I think there's a _C&C_ adventure set in New Mexico.)
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Old 01-29-2024, 07:31 AM   #48
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And I was like "Don't misspell Suns of Gold as 'Sons of Gold'" a hundred times in my head but I still did
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Old 01-29-2024, 07:34 AM   #49
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SWN - Stars Without Number. SF using a D20 system.
It uses 2d6 for skills just like CW, it only uses d20 for fighting. So the end result is that on the skills end you can import from Traveller, Car Wars, Apocalypse World etc and on the fighting end you can use D&D monsters.

Other Dust which I also mentioned uses the same system as SWN and is by the same guy. Probably more relevant since it's a post-apocalyptic game. A good fit for Car Wars, I'm thinking.
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Old 02-07-2024, 02:27 AM   #50
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It uses 2d6 for skills just like CW, it only uses d20 for fighting. So the end result is that on the skills end you can import from Traveller, Car Wars, Apocalypse World etc and on the fighting end you can use D&D monsters.

Other Dust which I also mentioned uses the same system as SWN and is by the same guy. Probably more relevant since it's a post-apocalyptic game. A good fit for Car Wars, I'm thinking.
That sounds like an unnecessarily complicated way of doing it :)

I have got it (from a humble bundle I think) but I have not actually played it, just skimmed through the rules. I saw the D20 bit for combat and promptly lost interest.
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