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General Tabletop Discussion
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Has anyone managed a Longterm Road Warriors type campaign?
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<blockquote data-quote="Willie the Duck" data-source="post: 9090413" data-attributes="member: 6799660"><p>We played a long campaign with it, and just leaned in as hard as possible. Combat was about people leaping from vehicle to vehicle and that was that. Why was that the most appropriate way to resolve violent conflict? Who knows, that's just the way it is. Kind of the same blinders one has to do for mecha games or the like. </p><p></p><p>Anyways, it was a homebrew system, so the mechanics will be different. What I can say that one can apply broadly is that we had to re-assess stakes and success/failure based on genre and theme. In the playtest, we were having characters miss jump checks for going from car-to-car and (since that either killed them or at least took them outside of the action for the rest of the fight) that pretty much can't happen*. We had to keep adding re-roll checks and abort-to-grab abilities and eventually realized it made more sense for the jump to be automatically successful and the roll to instead indicate in what tactical position did the leaper land. Likewise, if the party (or at least the half that haven't leapt off to fight on top of other vehicles) are all in one car, having that car catastrophically fail (either be destroyed by being reduced to 0 hp through vehicle combat, or by failing a check to jump a canyon) again pretty much can't happen*. So again instead vehicle-canyon-jump checks tell you how much damage the car takes or what position it lands relative to the opposing cars who also jumped the canyon**. Vehicle damage, for that matter, doesn't really go against a basic hit point system where the car (and all occupants) are destroyed, but go against a side's general 'red line' (resisted by their driver's driving checks, so good idea for your team to screen your drivers from attack). If a side's redline breaks, the encounter ends with the general situation going more towards the side who didn't break (and here important cars can crash, people can fall off, etc., as the situation demands). </p><p><span style="color: rgb(209, 213, 216)">*by which I mean it supremely disincentivizes the playstyle upon which the genre is dependent.</span></p><p><span style="color: rgb(209, 213, 216)">**unless they are 'mooks,' and both vehicles and enemies could be mooks who absolutely can be taken out of the fight in a single bad roll, since they are mostly around for that purpose.</span></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9090413, member: 6799660"] We played a long campaign with it, and just leaned in as hard as possible. Combat was about people leaping from vehicle to vehicle and that was that. Why was that the most appropriate way to resolve violent conflict? Who knows, that's just the way it is. Kind of the same blinders one has to do for mecha games or the like. Anyways, it was a homebrew system, so the mechanics will be different. What I can say that one can apply broadly is that we had to re-assess stakes and success/failure based on genre and theme. In the playtest, we were having characters miss jump checks for going from car-to-car and (since that either killed them or at least took them outside of the action for the rest of the fight) that pretty much can't happen*. We had to keep adding re-roll checks and abort-to-grab abilities and eventually realized it made more sense for the jump to be automatically successful and the roll to instead indicate in what tactical position did the leaper land. Likewise, if the party (or at least the half that haven't leapt off to fight on top of other vehicles) are all in one car, having that car catastrophically fail (either be destroyed by being reduced to 0 hp through vehicle combat, or by failing a check to jump a canyon) again pretty much can't happen*. So again instead vehicle-canyon-jump checks tell you how much damage the car takes or what position it lands relative to the opposing cars who also jumped the canyon**. Vehicle damage, for that matter, doesn't really go against a basic hit point system where the car (and all occupants) are destroyed, but go against a side's general 'red line' (resisted by their driver's driving checks, so good idea for your team to screen your drivers from attack). If a side's redline breaks, the encounter ends with the general situation going more towards the side who didn't break (and here important cars can crash, people can fall off, etc., as the situation demands). [COLOR=rgb(209, 213, 216)]*by which I mean it supremely disincentivizes the playstyle upon which the genre is dependent. **unless they are 'mooks,' and both vehicles and enemies could be mooks who absolutely can be taken out of the fight in a single bad roll, since they are mostly around for that purpose.[/COLOR] [/QUOTE]
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