Right up front I should say this: I’m a huge Car Wars fan.
When I was a young lad, I absolutely enjoyed reading Uncle Albert’s catalogs
(he of the Gas Stop and Gunnery Shop!), the AADA road atlases, and endlessly
building different cars, trucks, tanks, and helicopters. Unfortunately, I
didn’t get to play too many games—only a relative handful. I read the excellent
novels for the genre (Double Jeopardy by Aaron Allston and Square Deal by
David Drake are both well worth reading), and I even collected the comic books!
Having said all that, I’ve often thought about changing Car
Wars—about how I… if I were King for a Day… would choose to do something
different.
Uncle Albert would be so proud!
This Certainly is a Tidy Armageddon
I’ve always felt that, at its heart, Car Wars was founded
upon Mad Max and (especially) the Road Warrior. However, taking a closer look
at the world of Car Wars reveals some very significant differences. For one,
the future of Car Wars is awfully clean, especially for the bombed-out wreckage
of a post-nuclear war. Cars run on electric power plants, cloning, lasers, and
targeting computers are all accepted and fairly regularly-encountered
technology, and while there may exist tribes of militant mutant motorcyclists
out in the wastes, most of the action takes place in relatively up-scale and
flashy autoduelling arenas, complete with sponsors, ad blimps, and holographic
cameras recording everything.
Naturally, my first instinct would be to tweak some of these
facts.
#1. Gas burners, baby! I’d do away with the notion that Car
Wars is a setting built on the electric car. Everything runs on “the precious
juice,” which means everything can (and should) blow up. Spectacularly.
Obviously this means that fuel would definitely be a valuable resource… and an
excellent plot point for any missions that take place outside of the arena. You
could even emphasize it inside the arena with special caches for refueling or
make targeting an opponent’s pit crew a valid (and fan-favorite) tactic.
#2. Grit and Dirt are the “in” thing. This is mostly a minor
cosmetic change, but I envision the future of Car Wars to have a lot more dirt
and grease in it. Even in the posh surroundings of an autoduel arena, I’d
expect the head honchos to have patched-together suits and the regular
attendees would not look out of place in Waterworld or Bartertown. This is
basically my inner art director coming out to the fore and wanting to establish
a unique and iconic trade dress for the Car Wars IP. With all the other
post-apocalyptic IPs out there, however, this is definitely a challenge…
This is so true. Especially around the DC Beltway.
#3. Technology exists, but is hella rare. I have nothing against cloning, lasers, and targeting computers, per se, but I’d like to make sure and establish that this stuff is like uncut diamonds—extremely rare and extremely valuable. In fact, most autoduellists who aren’t in the top circuit would probably have vehicles closer to the Road Warrior standard. I’ve heard of a concept called “Chassis & Crossbow” that seems to grab that idea really well—where Mad Max Rockatansky is killing most of his enemies with a sawed-off shotgun and the heavy, scoped revolver of the Humungous is obviously a precious relic rather than just a standard sidearm.
Naturally, this would be lessened for the really good
circuits of autoduellists—that’s where the money is, and generally I think it
would be just fine for fights at that level to involve a lot more “James Bond”
tech and gadgets. ‘Cuz, to be honest, that is also a lot of fun.
#4. More dynamic combat. Car Wars is a good rules system for
what it is, but one thing I think it lacks is a certain level of style.
Ideally, I’d like to imagine an autoduel with lots of cool, tricky maneuvers,
and the drivers are definitely concerned when they get hit… after all, they’re
not driving around tanks! In the Car Wars rules, it’s fairly easy to build a
giant brick of armor with a few guns and drive around in circles in a drawn-out
war of attrition. I’d like to move beyond that—perhaps the heaviest armor can
only stand up to say three or four good hits, with the average car only able to
weather one or two before exploding in a greasy fireball.
So this is basically a two-part change. The first part is
that maneuvers should be easier to accomplish and generally flashier—if the
question is “Can my car use an enemy car as a ramp and jump over a dividing
wall?” the answer should probably be “Hell yes you can.”
The second part is combat is a bit deadlier with armor being
reduced in value—autoduels would be more about maneuvering and getting a solid
hit, whereas taking more than a few slugs from an enemy turret is likely to end
in a sedan flipping through the air, on fire.
#5. Blood Sport! In my opinion, another undeniable influence
on Car Wars is Death Race 2000, the movie where you get points for running over
pedestrians and collateral damage is not just accepted… it’s expected! This goes hand-in-hand with #1 and #4 in
helping to make the feel of the game shift slightly. I think it would be cool, for
example, if you got some advantage… possibly “points” or just a morale or fame
shift, for example, for doing bloody things during the autoduel. Firing into
the stands, intentionally driving over pedestrians, etc. Obviously this is
pushing some limits here both of taste and gore, but I feel it is definitely
appropriate to the genre.
Hell, yes. Now, time to put some guns on those cars and we're in business.
In Conclusion
All of these ideas above are really just that: ideas. It would take a great deal more effort to really transform them into workable, balanced concepts—working on Dust Warfare hammered home to me just how difficult it really is to build a solid, balanced wargame! However, I stand by my “King for a Day” thoughts presented here: In the end, I like to imagine that my version of Car Wars would bring autoduel closer to Thunderdome and further away from the Indy 500. :)
I knew I liked you for a reason. Heh. First Robotech and now Car Wars! I'm huge fans of both and more.
ReplyDeleteInteresting take, although the geek in me forces me to point out that the original Mad Max movie was not set in a post-apocalypse setting. There were obvious signs of civilization (e.g., the police force Max was a part of, the hospital his wife and child were sent to after the attack).
ReplyDeleteSo the base setting for Car Wars is viable; enclosed city-states maintaining the status quo with lawless wilderness outside. Looking at the current oil situation, I think the game's assumption of electric-powered cars is prescient.
I was a big fan of the game at its outset. What turned me off was not the setting, but the runaway arms race that munchkin players engaged in, until the game stopped being about autoduelling and more about who could rape the rules the most. :-P
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ReplyDeleteGiven all the changes you'd make, it would be better to write an entirely new game.
ReplyDelete