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Community
General Tabletop Discussion
*TTRPGs General
What TTRPGs have the best tactical combat rules?
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9260884" data-attributes="member: 7044704"><p>As one of those few, I agree that it did make for some very fun campaigns (complete with a rotating pool of GMs) for us back in the 80s, but I still feel like it's a stretch to say that Car Wars was originally designed as an RPG, which was one of the OP's parameters here. It got easier and easier to use as one as time went by and they added to the game (and eventually GURPS Autoduel opened it up further), but RP elements were super thin early at the start. Anyone who only played it as a straight board game kind of missed out on a lot of the potential, though, agreed on that. </p><p></p><p>Never been able to decide if SJG expected the game to be a one-and-done when it first came out, but if so they were quick to recognize they had a hit on their hands and guide it down the RPG-light path that would ensure longer-term engagement (and sales) for the IP. Like you said, Truck Stop (and the Space Gamer articles) nudged hard toward campaign play and more detailed characters and out-of-vehicle activity, so that element was there quite early. </p><p></p><p>If I could bring myself to define CW as a "deliberate RPG" instead of a board game that morphed into one for some folks, it would have made my list for this thread - but I did put The Fantasy Trip on there, and it started out as two microgame-format boardgames, so maybe I'm wrong about how much RP Steve had always planned for CW.</p><p></p><p>EDIT: Y'know, it might be worth a thread on "What are your favorite tactical combat games that can also be used as a TTRPG?" or something similar.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9260884, member: 7044704"] As one of those few, I agree that it did make for some very fun campaigns (complete with a rotating pool of GMs) for us back in the 80s, but I still feel like it's a stretch to say that Car Wars was originally designed as an RPG, which was one of the OP's parameters here. It got easier and easier to use as one as time went by and they added to the game (and eventually GURPS Autoduel opened it up further), but RP elements were super thin early at the start. Anyone who only played it as a straight board game kind of missed out on a lot of the potential, though, agreed on that. Never been able to decide if SJG expected the game to be a one-and-done when it first came out, but if so they were quick to recognize they had a hit on their hands and guide it down the RPG-light path that would ensure longer-term engagement (and sales) for the IP. Like you said, Truck Stop (and the Space Gamer articles) nudged hard toward campaign play and more detailed characters and out-of-vehicle activity, so that element was there quite early. If I could bring myself to define CW as a "deliberate RPG" instead of a board game that morphed into one for some folks, it would have made my list for this thread - but I did put The Fantasy Trip on there, and it started out as two microgame-format boardgames, so maybe I'm wrong about how much RP Steve had always planned for CW. EDIT: Y'know, it might be worth a thread on "What are your favorite tactical combat games that can also be used as a TTRPG?" or something similar. [/QUOTE]
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What TTRPGs have the best tactical combat rules?
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