Showing posts with label Car Wars. Show all posts
Showing posts with label Car Wars. Show all posts

Saturday, 21 December 2013

Friday night firefight...

Now I've moved house (back to the Somerset village where I grew up) and have settled in, I've been hoping to get some RPG stuff up and running as quite a few of my old RPG gang are still in the area. As a sort of prelude to organising it all, I decided to try playing Car Wars (CW) with one of that gang, my cousin Marc. I say 'try' as neither of us has played CW since 1983 and were therefore a little rusty about how it worked...

Anyway, to start off with we made sure that we had everything we needed:


This obviously includes all of the important things - track, counters, dice, rulebooks, a turning key, and booze. We were using bits of the 1st and 2nd edition rules, but I'll get back to that point a little later on...

To start with we both chose the same vehicle, a Stinger sub-compact with default loadouts - small amounts of armour, two linked MGs up front, that's it. We laid out a strip of track and started at either end going 30 mph:

My car is the one closest to the camera
We soon close the gap without making any drastic manoeuvres, and as we both come into range the guns start blazing. We score hits on each other. Marc's first shot chews 9 points out of my Stinger's 10 points of frontal armour. Ouch. My MGs reply by gouging 6 points out of his nose.

Takka takka takka...!
As we draw even closer, we both start shooting again. This time Marc takes out my last point of front armour, wipes out both of my MGs and does 1 point of damage to my powerplant. Debris flies off my car. Oops. I try to keep in a straight line so that my nose isn't facing Marc's MGs. Marc does a hard turn...


 ...but then slightly misjudges the distance and ends up ramming me, doing 4 damage to my 8 point rear armour. Oh bugger. As I try to get away, Marc fires again, knocks out the remaining rear armour and my poor driver dies after being riddled with bullets.

So, after that little skirmish, we decide to start a new duel and pick some heftier vehicles. Marc chooses a 'Vlad The Impala' (2 linked autocannons in the front, recoiless rifle and flaming oil jet at the back) and I choose a Ventura pick-up (autocannon in the front, Vulcan MG in a top turret). Both vehicles have quite a lot of armour, so in theory this game should last longer:


It doesn't. Well, not by much. After closing again, Marc's first autocannon burst knocks large chunks out of my front armour. My autocannon doesn't do much in reply, but the Vulcan gets good hits. We then get in a pretty slow turning fight and both of us also end up having to stop and reverse to get our guns trained on each other. The damn track is too narrow! Luckily my Vulcan keeps up the pressure but Marc uses the flaming oil jet to narrow my manoeuvring options.


After lots more low-speed turning, I manage to get away from him but at the expense of losing all of the armour (30 points) on my left side. My Vulcan knocks chunks out of Marc's Impala but nothing that it can't handle. However, I misjudge a turn, end up stopping and my unprotected left side waves hello at Marc as he accelerates towards me:

I'm the guy in the green car...
My driver obviously doesn't survive the hail of autocannon rounds. Game over!

So, all in all it was good fun. But it did remind us why we didn't really get into Car Wars straight away. It also reminded me of the reason why my 14 year-old self decided to try designing a simpler car combat game back in '83 (as I've outlined in this previous blog post). Put simply, it's not really what I'd call a user-friendly game from the get-go. There was some headscratching about the rules in 1983, and the same was the case in 2013. I think this might be because the game doesn't give an example of play for different situations. Having to keep track of various different things at once can also be a bit fiddly until you get used to it.

However, it's still a great game. Maybe I'll get the most up to date version. Things seemed a little clearer in the 2nd edition rules than was the case for the first edition. I'm sure with more practice we'll (a) remember more and (b) get the hang of it...

Saturday, 5 October 2013

Trawling for treasure on Ebay

I'm currently in the process of moving out of London (I've been here for 20 years and I think that's enough), hence the lack of blog activity. Anyway, despite the stresses and strains that moving house involves, I've recently been able to track down and acquire various RPG-related goodies on Ebay. This is something I do every once in a while when the idea pops into my head, as there's various things I used to own and would like to own again, or couldn't find at some earlier point in time.

So, here's the result of the latest trawl:


A few of these things were new to me, such as the Tunnels & Trolls books. These are UK reprints published by Corgi in 1986, one of which is a rulebook for the game itself and the other is Fighting Fantasy/Choose Your Own Adventure-type book. It was only recently that I found out that there was a range of miniatures for Star Frontiers, and it was great to actually find one of the box sets. Here are a few pics of what's inside:


The level of detail on these is rather good, and it's particularly nice to see a Sathar miniature. Of note is a detail on the back of the box:


For some reason, the Yazirian figures have been labelled as 'Yazarian' (along with a TM) which seems an odd little mistake and one wonders why TSR trademarked this typo.

As for the rest of the above haul, TMNT and CyberSpace were always fun games to referee, although I don't think that I got as much mileage out of them as RPGs as I wanted to. As for the Palladium Book of Contemporary Weapons, this seemed to be a little rare back in the late '80s when we played TMNT. Maybe that was just because of a lack of stockists at the time, but it was nice to finally acquire a copy. It's an interesting book as far as being a system for the Palladium RPGs (as it bases potential damage of any given weapon on the calibre and type of bullet fired) and I'd like to see how this would work in-game.

One very recent acquisition was this '80s-era Citadel Miniatures Dwarf fighter:


When I was first introduced to D&D (as detailed in an earlier blog post) I was slightly obsessed with acquiring miniatures, despite the fact that I lacked the necessary cash to fund that obsession. Nevertheless, the various dwarves made by Citadel stood out for me, and so the above example was the first one I bought. I then decided to create my first D&D character based on his gear, and thus was born Mystichi Argonshire. Seeing the miniature again was a real Proustian moment - it immediately transported me back to my 13-year old self, which was a rather strange but enjoyable experience.

Friday, 1 February 2013

Interstate '76...

Further to my previous post about Car Wars, one of my all-time favourite digital games is Interstate '76. It seems heavily influenced by Car Wars, albeit with a tongue-in-cheek nod at things such as 'The Dukes of Hazzard' and various straight-to-video films from the '70s and '80s. The intros and cut-scenes were always very amusing...




Failing that, it's always worth it for the great music...!

In Praise of... Car Wars

I've always been a big fan of Car Wars (CW). A schoolfriend had a copy and around 1982 or '83 a bunch of us played it on the big wooden table his parents had in their lounge. That said, we'd didn't play as much as I would've liked and I tended to end up having my vehicles trashed. If I remember correctly, my very first car - a Killer Kart - was pretty much vapourised by an anti-tank gun. My second, a trike, was chewed up by a Vulcan MG and my driver didn't survive the resulting high-speed Roll and Burn. Awhile back I started buying bits and bobs of CW stuff on Ebay...


One find was the book you can see in the top left, 'Fuel's Gold'. This is a Fighting Fantasy-style game book and I only recently became aware that such books existed for CW. This dates from 1986, has a Larry Elmore cover and some pretty nice interior artwork. I've played it through a few times and it's good fun, and certainly seems to make more sense than some of the Fighting Fantasy adventures I've put myself through in the past.

One thing I've always enjoyed about CW was the system itself. Initially it seems somewhat complex, with various different things to keep an eye on when playing, but once one gets the hang of it it's a lot of fun. The later versions feature aircraft and waterborne craft, which add some nice extra detail for other ways of autodueling. The huge amount of kit that you can install and use to customise your vehicle very much widens the scope of what can happen (and the various ways to to trash or get trashed) during combat. True, it is mostly a game about combat but the scenario packs (such as Truckstop) are good at adding some layers of depth to the 'why' of autoduelling. The GURPS Autoduelling supplement is another layer of interaction with the system and the setting. The overall vibe I've always had from the game is that it's not 100% serious - if anything, the way that world of CWs evolves from the potted history given in the rules is somewhat cynical in an amusing way. At least, that's my take on it.

CW and D&D are both games that had a big impact on me when I was first introduced to RPGs, especially so in the way that they inspired me to learn how to design my own game systems. Admittedly this was partly derived - at least as far as CW was concerned - from the fact that my poor grasp of maths and keeping numbers in my head made me wonder if I could make a simpler form of a CW-style game. This ran parallel to seeing rental videos of Mad Max I and II, Damnation Alley, Battletruck, etc. In fact, the first version of my vehicle combat game was called Mad Max...

I think this dates from sometime in 1983 - written in the back of a school exercise book.
And you can see that the CW influence was still quite distinct:


I enlisted my brother's help in fleshing out some of the rules, and the setting also changed as that happened because we wanted to have more RPG elements than was the case with CW. Our game was called 'Freeway', and a bunch of us playtested the system. At one point it was based in a post-apocalyptic future because the Earth had been attacked by aliens (the Slatzians), and so player-characters and vehicles were freedom fighters. That didn't last too long as a concept, because of 'Warlock' magazine. Issue #2 of Warlock featured a short story by Garth Nix called 'Sam, Cars and the Cuckoo' and at the time was published to set the scene for the upcoming 'Freeway Fighter' FF book.

"Hey, Sam, you've got a bird on your windscreen."
A bird? My God, I thought, what's that? A BIRD -- Blast Intensified Radioactive Device? A Bad Infra-Red Destroyer?
"I think it's a cuckoo."
Three things then happened. Firstly, we changed the name of our game from 'Freeway' to 'Motormania'. Secondly, our setting started to derive ideas from the Garth Nix story. Thirdly, the spot illustration above and the vehicle descriptions in the story suggested designs that were somewhat different from CW. They're more like modern armoured vehicles, albeit souped-up and stuffed to the gills with weapons, electronics, etc. But don't just take my word for it - read the original story.

From that point onwards I took the design under my wing and did a large amount of reworking. Various other RPGs (Star Frontiers, Twilight:2000) fed their influnces into it. Over the following years, the guys in my RPG group tested various different versions of 'Motormania' and in the end it amassed quite a bit of paperwork:

The 1994-era version. Each of the above pages has two sides. There are 26 pages and one character sheet. I think around 3 to 4 other pages are missing, presumed lost.
The story doesn't end there. I still want to go back and overhaul the system. Various bits of the it are missing and some abbreviations I used way back when have to be deciphered. Designing, redesigning and play-testing the game time after time taught me a great deal about what it takes to design a system and what you need to consider when designing a game. This stood me in very good stead when I later became involved with designing digital games.

But, strip away the layers and is still all based on a long-running interest in the quite mad fun that's inspired by autodueling and the possibilities that a great game like Car Wars suggests. There's a rumour that a new version with actual 3D counters may see life as a Kickstarter project from Steve Jackson Games...  

Wednesday, 24 October 2012

Forwards to something...

By the time I finished secondary school in 1985, our RPG obsession was in full swing. Our group now consisted of me, my brother (Sime), my cousin (Mr Cheeks) and some of my brother's friends. My brother and I pooled some money together to buy Star Frontiers, which remains one of my favourite RPGs, and as a group we played that a great deal for many years. Some of us had played Car Wars for a while in 1983, which is another good game, but me and my brother thought the RPG element was missing (we weren't aware of GURPS). We started to design our own version of CW-style game, originally called Freeway, which also had aliens in it called Slatzians. I can't remember why. When the Freeway Fighter Fighting Fantasy book came out, I changed the name of the game to Motormania, and also ditched the sci-fi elements. I still have some of the tables and a few characters, all carefully written up on file paper. We played that quite a lot too, and managed to test and include rules for helicopters and aircraft. This taught me a great deal about designing a game, which would come in handy in my later career. We started playing Twilight:2000 and Runequest. In 1984 or so, I'd played Traveller at school with Jaffa and Wiggy, although our actual play sessions tended to be done when hanging around outside at lunchtime.

By 1986, I started at a college, and met a few other people who were interested in RPGs - the most important one being a bloke called Porky. He joined our group and, since he could drive, his poor little mushroom-coloured Ford Fiesta had to put up with a bunch of us piling into it to go from one playing location to another. As some of us lived in the same village/a nearby village, we sometimes we would walk to someone else's house to play. People would also bike 7 or 8 miles to and from wherever we had our RPG session. Mind you, this implies some sort of order and sensibility. Nothing could be further from the truth. This photo gives some idea of what I mean:

L to R: me, Locock (near my shoulder), Sime, Chick, and Mr Cheeks. Leper stands in the background. Taken by Housey, at Housey's, 1986. I think we were playing Star Frontiers.

This one is a bit more sedate:

L to R: Frannie, Mr Cheeks, me, Locock (behind me), and Porky. The eagle-eyed among you may note that there's a Commodore C16 +4 just to the right of Porky's arse. Taken by Sime, at my place (okay, my mum's place), 1986 - possibly 1987.
The photos don't include some other key players, namely Scotty and Dods. Our sessions usually had this format: arrive, unpack our stuff and sort of arrange it on a table/floor/laps, make large amounts of tea, bicker, take the piss out of each other, start to play, bicker, take the piss, argue over a rule quibble, suggest/argue that someone may have been looking at the rulebook when they shouldn't have, drink tea, eat biscuits, bicker, take the piss, etc etc. This would go around in a loop for hours. So, if we were sat down for, say, 4 hours the actual amount of time actually role-playing was... well... I'd say about an hour. Sometimes more. Sometimes less. Oh, and there was always a chance that at least one of Locock's characters would die during each session (for example - one once managed to cut off his own leg and then bleed to death in a ditch). There were occasions where we would tape record our sessions - these will hopefully be digitised soon. I'd bought Call of Cthulhu and we only ever played that at night, by candlelight. To round off the effect I had a red candle melted to the top of a sheep's skull. Ooh. Scary.

We played RPGs on Saturdays and Sundays, usually all day if we could. In the intervening time, we were either thinking about or reading about RPGs - and/or computer games. That said, none of us actually owned D&D. We just knew the basic outline of the rules, etc and went from there, and would alternate who was the DM. Games we played many times: AD&D (1st Ed), Star Frontiers, Call of Cthulhu (2nd Ed), Twilight:2000, Traveller 2300AD, Runequest, and Dark Conspiracy. Games we played at least once (and sometimes only once): Talisman, Blood Bowl, Star Trek, MERP, Cyberpunk, CyberSpace, Judge Dredd, Paranoia, TMNT, Living Steel, Mechwarrior, and probably some others I've forgotten about. We also played Motormania, and Frannie invented two RPGs that we played quite often: Arena and ATK. We did sometimes buy official adventures to play, but 50% of our adventures were created, designed and run by us. I wrote a huge amount for Call of Cthulhu and Twilight:2000, for example.

This all continued on it's merry way until about 1992. We haven't played in any organised way since then, more's the pity. Our last RPG session was a drunken bout of Tales From The Floating Vagabond. We ended up going our seperate ways in some form or another. Maybe one day, if just for one day, we'll play again.

Fast-forward to 1996. I live in London. I'm unemployed and want a job in the computer games industry. I haven't a clue how to do this. I want to be a games artist. I apply to an advert in The Grauniad from a company looking to develop adventure and strategy games. I get an interview and take along my portfolio of painstakingly created drawings and paintings, and some crap 3D work. The 'company' is in reality just some rich bloke, on his own, trying to set up a company from his ludicriously posh flat. He hires me on the spot. My first job is actually as a designer. I have to design a paper prototype for a first-person adventure/shooter game based on ancient Egypt. I have no idea how to do this. I don't know what a game design document (GDD) is. So what do I do? I just write it all up like a D&D level, including maps, room descriptions, monsters, etc. I still have it to this day. He really likes it but it is never used - a crushing blow for me then, but little did I know at the time that this is de rigueur for games development. So I do some more work for him for a few months. He then fires me because he doesn't want to pay me any more. After a while I then get an interview at a development studio called Intelligent Games (IG). This goes well. After a second interview they hire me as a graphics artist. Nice. Once there (up until the time IG folds in 2002) I do graphics work, concept art, game design, character design, tons of stuff - excluding coding. I don't do coding. It gives me a headache.

During all that time, and since, D&D and RPGs were continually feeding into my work and how I rationalised ideas, art, design etc. It turns out that the computer games industry was - and still is - largely in debt to D&D. 

Some may not agree. 

But they're talking out of their arses...

Sometime soon - but maybe not tomorrow: On the physiology of the Otyugh...