Showing posts with label road warrior. Show all posts
Showing posts with label road warrior. Show all posts

Wednesday, August 11, 2021

Mad Max Role-Playing?


I first saw Mad Max about the time The Road Warrior came out. I'm not sure which I saw first. I know I saw RW in theaters (multiple times), and either right before or after Mad Max on tape. It was in those early years of playing table top RPG, and just like almost everything else it was hard not to see role playing possibilities in it. Car Wars was a thing, although it didn't really include much in the way of ongoing campaign possibilities, unless you injected that into it yourself. If I recall in early Car Wars your guy could exit the vehicle, maybe being able to take some pot shots at others as they ran to avoid being run over. But when I got the hankering to DM some stuff in a Mad Maxapocolypse, I did what proud RPG playing teens did at the time and circumvented Car Wars to whip up my own rules for a Road Warrior game. 



Memory is dim as too the details, but I had character classes. Wasteland Wanderer, Road Warrior, Corporate Agent (see below), former Athlete, former Soldier, Wasteland Raider, etc. 

Two things should stand out in the last little paragraph. First, "former" careers such as athlete and soldier. So of course that makes it obvious that this is not too many years after the end of the world. My setting followed the Mad Max and Road Warrior 1 and 2 implied progression of a society in decline for some years followed by an eventual nuclear holocaust. So maybe 10 years after the nukes? Secondly, the "Corporate Agent" implies that there is still some vestiges of civilization somewhere, and so there was. In 1982 there was a cheap little film called "Parasite," Demi Moore's first film. In it, there was a Road Warrior wasteland, and also a remnant of old world corporation groups called "The Merchants." In the film the Merchant agent tooled around the bad lands in a three piece suit and a cool sports car. And a laser gun.

A well funded 401K makes up for any poxiclipse...

The couple of little campaigns I did were successful. One was at the local shop Aero Hobbies in Santa Monica. It was early enough in the hobby that the stalwarts of the shop were still crusty wargamers in their 40's thru 60's, with a decent smattering of the owner's college buddies in their late 20's. So the teens who came in didn't often get the chance to run games there. But one of the nicer older dudes was a big Max fan, and jumped at the chance to play so championed me doing a few sessions. It went well. The guy ran a Lord Humongous clone among a variety of the character classes mentioned above, and he did the voice spot on and it was hilarious. 

You know the drill. Just walk away...

At one point they had a little convoy. This was a sandbox game, and most encounters were random. At one point a storm passed through, an anomaly event based on the storms in the book Damnation Alley (used also in the famous Judge Dredd arc "The Cursed Earth." These storms would rain not just water buy random things. In this case a bunch of sea life whipped up from the ocean. Humongous took a nice sized dead great white shark and tied it to the hood of his Mustang. Those were fun, beer and pretzels sessions (without any actual beer or pretzels). 

Another little campaign I ran around the time for some friends went just as well. One memorable character was a Former Athlete, a Rollerball player from the before the bad times. He still wore his uniform and armor, rolling down the interstate on his roller skates. I loved that image. 

No participation trophies in Rollerball, snowflake...

The thing about the setting is its hard to inject variety. Vehicle crashes and hand to hand combat with more or less the same kind of foes made it so the game seemed geared towards short term campaigns. And that was fine. We moved on after that to all the other games I was running at the time (D&D, Runequest, Champions, Call of Cthulhu, Gamma World, etc) and at some point my note book containing the rules was lost. 

The Mad Max resurgence of recent years had me thinking about it again. Fury Road was the old movies turned up to nitro boost. Characters like Immortan Joe, his war boys, and concepts like the Bullet Farm and such adds a lot of color to the wasteland. Max, who we always assumed could handle himself in a fight (he did alright in the Thunderdome) the new Max was clearly a badass, though it was still mostly assumed...he never gets in a real melee on screen other than his scuffle with a one armed woman.

She actually punches him with that arm nub which is pretty sweet


Some months after the release of Fury Road, the Mad Max video game came out. It was the world of Mad Max tuned up to an ever higher turbo level. This Max gets right into fist fights with gangs of raiders, and he goes to town with devastating blows and clever blocks and ripostes. 


Not long into the game I was taking on groups of up to 8 guys no problem. But of course the driving is the thing, and the game captures various auto related things exceptionally well. You get to give your car upgrades as you go, with things like harpoons, nitro boosts, and better armor. 

End of the world media just loves using that bridge in posters..


This wasteland is clearly the result of a world wide apocalypse beyond what the other movies showed. Here an enemy base might be a land locked aircraft carrier, or a wrecked giant submarine out in the dunes. 

If I ever do another tabletop version I would certainly use this more extreme and fanciful wasteland of the video game, with inspiration from the great characters of Fury Road. Concepts like The Bullet Farm and Gas Town hint at points of light civilization that might add variety to the sandboxing of characters. And certainly the possibilities of weird weather events, mutants, and other sci fi concepts would tighten up the mix. 



But will I ever run a Road Warrior campaign again. Likely not. But one can dream about the possibilities, right?



Witness!



Wednesday, June 10, 2009

Sticks & Stones


OK, it wasn’t my most played microgame of the late 70’s. That distinction probably went to Rivets. Hell, I think I only managed a couple of games with one of my buddies. It was a fun little game, with 10,000 BC dudes slugging it out with Mammoths, and each other, for supremacy of their area. You could choose for your session a hunting expedition, or maybe an attack on the opposing tribe across the valley. You could steal their goods, and their women. Good times, all played out in classic Microgame style.

I mainly mention the game because it inspired one of my many homebrew ideas to never reach fruition, namely, to do an entire campaign of my own design based on the time period. PC’s would be Cro-Magnon men, doing the type of thing Cro-Mags do. Just like in Sticks & Stones.

The system was a no-brainer. I would use a version of my Road Warrior rules, a set of rules I came up with for a short campaign that I ran in the early 80’s.

I think the thing that held me back and ultimately kept me from going ahead with a game was the fact that I could not decide between realism and fantasy. Should I do this straight, with no magic or fanciful creatures? Or maybe something close to it, but with perhaps with a touch of the supernatural. Shamans and perhaps solitary, primitive wizards came to mind. Maybe light touches of magic, or even a clerical or wizard type class players could play as.

I even considered a full on fantasy take, with dinosaurs alongside man, but supernatural monsters and demons, dragons and perhaps even Gods walking the earth. I even thought of having aliens in a spaceship get encountered at some point (The Barrier Peaks?). Yeah, obviously Land of the Lost had a lot of influence on me there, along with a certain amount of Edgar Rice Burroughs and the Marvel comic Devil Dinosaur.

By the late 80’s, I was running plenty in my D&D world Acheron, and also putting in lot of GM duty with Champions and Call of Cthulhu. Really, with these three games going as successful campaigns that went from the 80’s and well into the 90’s, I just didn’t have time to introduce another game genre to my players. Hell, it had been hard enough to sell my regular D&D folk on Champs and CoC (which they loved once they experienced them).

With all the great shows on Discovery and History Channels in the last decade or so, and movies like the recent 10,000 B.C. (I actually liked it for what it was), I still get stirred to try to get a “Sticks and Stones” type role-playing game going now and again. But if my group plays anything else but D&D for a break, it’s probably going to be CoC or Champs again. But a GM can day dream, can’t he?