RAAC rules
There are always situations which require additional rules in the
Car Wars universe. This section sets out rules which I have used
in my campaigns to add verisimilitude.
Travelling long distances
In an extended campaign, there are no rules that allow players
to chase their prey, or flee from the authorities. Everything is
played out in real time at close range. There is little incentive
to design a car with a high top speed, or potential for a long and
tense chase from London to Edinburgh. These rules bring tension
into a long chase, while offering a balance between driving safely
and the risks of pushing your skills to outrun your foes. |
Roleplaying
Car Wars can be a very satisfying "light" roleplaying
system. It can work even better if you use SJ Games GURPS system
to create more rounded characters, although this requires a lot
more work.
Tony Kontes wrote a great piece on building an ongoing campaign
in Car Wars, with more emotional involvement than just having an
anonymous driver shredded by machine fire. I recommend it.
http://www.serv.net/~owenmp/daemon/roleplay.html
Designing vehicles
Designing cars can be challenging. For a referee, ensuring that
a vehicle complies with every rule can be very difficult. The Madhat
Designer, hosted by the TSAR website, can be very useful. Get the
Madhat designer here.
Members of the team behind the Madhat Designer have also written
some useful advice on how to design effective duelling vehicles.
Find their advice here.
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