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Re: Dark Future

Posted: Fri Apr 20, 2012 10:25 am
by infernal caretaker
sounds nice and relaxed!

Re: Dark Future

Posted: Fri Apr 20, 2012 10:49 am
by porrter
Means people can play other stuff as well

Re: Dark Future

Posted: Thu May 03, 2012 3:18 pm
by Chilledenuff
Is there a planned game for Tuesday?

Re: Dark Future

Posted: Thu May 03, 2012 3:41 pm
by poi
I can bring some cars. Either this or Blood Bowl, if I can get someone to do a teach-in. Soooo long since I played, never with the latest rules.

Re: Dark Future

Posted: Thu May 03, 2012 4:09 pm
by Chilledenuff
Latest rules are pretty much the same as the box rules. It's no different really

Re: Dark Future

Posted: Thu May 03, 2012 7:12 pm
by porrter
Chilledenuff wrote:Is there a planned game for Tuesday?


Yes will put up details sun/Monday after ASMO is out the way

Re: Dark Future

Posted: Mon May 14, 2012 1:18 pm
by Psiclops
BTW I found the rules that I mentioned during the game last week :

p38 in highlighted section on CURVES : "Cars on curves test against the safety limit printed on the track. When cars are on two lanes with different safety limits, they test against the higher, and therefore safer, limit printed on the outer lane."

and in White Line Fever p7 DRIFTING ON CURVES : "When a vehicle drifts outwards on a curve, it takes a hazard roll for the drift - not for the limit printed on the curve lanes. This allows drivers to take curves safely while travelling at high speeds, by coming at the curve from the inside, and drifting rather than staying in lane."

I don't know if you were using these advanced rules, but this is where I remembered it from. Not bad for 20 years since I played it. Although the target tanker had a Turret Fire Computer, and Dave had Nox which are from these advanced rules, so ....

In any case, you should use the advanced rules, as they make slightly more sense than just the basic rules. They also have rules for Swerving (get to move across BEFORE forward, then across again), drifting inwards on curves, handbrake (bootlegger) turns and Dual actions.

James.

Re: Dark Future

Posted: Wed May 23, 2012 8:52 am
by Psiclops
Also, given that everyone seemed more intent on killing each other than doing the mission, perhaps look at the campaign in Dead Man's Curve ? Just fights, but with approach rolls determining pusuit, intercept/ambush rules etc., then Salvage & bounties determining how much u have to repair/buy with. Keeps it relatively simple 1 v 1 while people are (re?)-learning, and is great fun. 1 v 1 you'd probably be able to get a few games in in a evening.

Once players have got the hang of it, and perhaps (those that survived) developed gangs, a multiplayer game could be done as part of the story ?

P.S. I particularly like the Kudos & insanity rules in the campaign. I did notice that Mr. Driver (ironic, huh) exhibited some of the more severe traits in his actual play .....

Re: Dark Future

Posted: Wed May 23, 2012 9:24 pm
by porrter
Psiclops wrote:Also, given that everyone seemed more intent on killing each other than doing the mission, perhaps look at the campaign in Dead Man's Curve ? Just fights, but with approach rolls determining pusuit, intercept/ambush rules etc., then Salvage & bounties determining how much u have to repair/buy with. Keeps it relatively simple 1 v 1 while people are (re?)-learning, and is great fun. 1 v 1 you'd probably be able to get a few games in in a evening.

Once players have got the hang of it, and perhaps (those that survived) developed gangs, a multiplayer game could be done as part of the story ?

P.S. I particularly like the Kudos & insanity rules in the campaign. I did notice that Mr. Driver (ironic, huh) exhibited some of the more severe traits in his actual play .....



We are using all the Dead mans curve stuff. Players can play as many 1 v 1 games as thay want the multiplayer games are every 4 ish weeks as part of a story