|Original Artwork © +Matthew Adams. Modified and Used with Permission.|
Do you and your crew have what it takes to survive on...DEATH PLANET?
Full disclosure: I have no idea why I thought this would be a good idea.
In fact the only explanation I could come up with was that I was tripping out of my mind when I started to see all these crazy genres blending together. Thankfully, I discovered +Matthew Adams's incredible artwork around the same time I took this leap into CrazySpace, and it just so happens his art looks like exactly how my brain sees the world, especially when it comes to cobbling together disparate battle genres.
I've recently discovered Matt's work thanks to people sharing his art on Google+, as well as an awesome monster he's drawn for +trey causey (probably one among others but what do I know): specifically the Moon Goon from Trey's Azurthite Bestiary.
No seriously, check out this fucking art (note: NOT a Moon Goon, follow the link to see that):
|Because Flailsnails, motherfucker.|
Including this weird CarWars/BattleTech/Dungeon Crawl mix I had going on. Lucky for me, Matt not only had some inspired art to coincide with these themes, he also had already designed a game for car battles (which also has a kickass revised version included at the end written by +Patrick Stuart, author of "Deep Carbon Observatory" and the False Machine blog).
I also got some advice from +Zak Smith, author of the award-winning Vornheim supplement and the recently released campaign setting A Red and Pleasant Land, because I was having a really hard time figuring out how I was going to blend Mad Max with BattleTech with dungeon crawls in alien mini-dungeons.
He solved it with a simple idea: TRANSDIMENSIONAL BOMB
That was it; that was the key to unlock the fusion of all the ideas and vomit everything else onto paper.
Zak also wrote his own set of ideas on Mad Max rules for D&D and also on Mech/Robot Battles which shouldn't be too much work to combine all together alongside Matt's Rumble City Rules and then slather that on top of a D&D game with its dungeon crawls for
So there are two things I need to have ready in time for my get together with my players: what the mechanics are to play this mash-up, and what details about the setting are absolutely necessary to know.
So, for example:
In order for this to work, it has to be fun. If it's too confusing or if it tries to do too many things at once, it could cease being fun and become purely about management. Management sucks except in the case where managing resources gives players anxiety because if they fail to manage their resources correctly they DIE and that makes succeeding at surviving a reward and that makes it fun, but not if this plays like Mad Max Tycoon instead because then you're divorced from the threat your character faces and it becomes dull.
But there could be a very good reason why no one has sat down and wrote up (at least to my knowledge or that gets played frequently) a car wars/mecha/dungeon crawl game.
In addition to being fun, it has to be fast. High-octane fast. Combat has to be raid fire and brutal and over the top because dragged out engagements might be fun for strategizing war gamers but are definitely not fun for combat car people or dungeon crawling people (well at least not every type of dungeon crawler; YMMV).
So I'll keep plugging away at fusing the rules, running some models at my table pre-game, and then doing the live playtest to see what worked and what absolutely didn't.
As for setting:
I know its a harsh place with a brutal, killing surface that hates life. The interior of the planet isn't any better but its the only place to find supplies. The alien death cults are insect-like creatures that live underground and go through cycles of dormancy like cicadas. There are a ton of artifacts from all times and dimensions stored away in the underground complexes.
One of the big concerns in Mech games is engines overheating, and in a dieselpunk based setting, it's probably an even greater chance. Thankfully the surface experiences what are called "Sick Storms": long, drawn out rain storms that are poisonous to life but help keep the engines of both the mechs and cars cooled down. Survivors may be forced to raid one of the holds simply to avoid getting caught in the rain. The holds themselves are full of traps and other hazards, including insane robots, the alien death cults, and other dangerous and exotic flora and fauna.
Alright now I need to get some sleep. Then I can dream up other crazy things to tie in to this bloated setting.
Things like Spelljammer.
My thoughts don't stand a chance.