| Designers Notes
| |
|
[4th May, 1999: Due to the restructuring that has occured, Car Wars:Flesh has undergone a revision. As a result, those notes that tackle submarines and animals that now exist on another part of the website.]
This is a subject that I've tackled lots of time in the past. I've always had a huge interest in dinosaurs, and I think what helped was when I read Flesh Book I, a strip from the annuals of 2000AD, back in the seventies. (I was very young and the comic was my brothers, okay?). Then a while after that, they did Flesh Book II, and it was something about man harvesting dinosaurs for food that really spurred my imagination. Then I got introduced to my first roleplaying game, and after that things just shot off. And it seems that nearly every game I bought, I would try to recreate Flesh, with that system - I did it for Traveller, Dungeons and Dragons, Gamma World, Palladium, and countless others, but I never could get the right feel. Why I didn't think of using Car Wars for this ages ago (I've had the game since 1983) I have no idea, but now I have, and here is everything, and it wasn't that easy too I might add! The Dinosaurs:
Perhaps the easiest and hardest thing to do. I've assumed that the dinosaurs where warm bloodied. It makes them faster, meaner, and while an armed vehicle will still take them out, it makes it just a tad more difficult. Seeing the films Jurassic Park and The Lost World had nothing to do with it, honest... Submarines:
Another difficult subject. Boat Wars provides for surface ships, and yet some rules are there for undersea objects (hence depth charges and things) as well, and yet subs are absent. A point I had to rectify as Flesh Book II is set almost solely in the seas, and most of the action is underwater. But what to base the subs on? I know nearly nothing about this subject, so using up too much work time I did lots of searches on subs and their usage. Almost everything I got back was about research subs and bulky tourist subs, which are big, heavy (several tons too many), slow (4-5 knots). Not in the Car Wars vein at all. I wanted smaller one man subs zipping around, not huge things lumbering. Depths were something that I had a few problems with, and finding information about this isn't easy on the web. There's a lot of info, but not enough details. At the time of this writing, I still don't know what should happen to subs that go too deep, and I've decided to leave decompression well alone. I'm not a diver, can barely swim, so maybe I've made some mistakes. If I have and you know better, please correct me. My thinking about decompression was that if you had to stop for about five minutes at certain heights, you certainly wouldn't do that in the middle of a combat, where five minutes is 1500 phases... The Rider Watersleds (what a name huh?), were inspired by the commando raids of WW2 where divers would sit on engines and get to their targets to plant limpet mines. I treated these as armoured motorcycles, but they steer like a cow. Divers: As I had to develop stuff for subs, I also had to develop stuff for divers. This is the area where I have least knowledge about, and thus most of this is informed guesswork. I hope I didn't screw up too royally... | |
| Sources Scenarios and Other Ideas | |