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Hey /tg/ What ruleset(s) could I use to run a Mad Max style
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Hey /tg/

What ruleset(s) could I use to run a Mad Max style RPG? Something I could include both vehicular and foot combat?
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GURPS
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Atomic Highway.
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>>44075303
Vehicle rules are lacking for 4th edition. Be aware.
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TMNT Road Hogs
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That sounds wicked af.
I wold be so into playing that.
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>>44075401
Don't get your hopes up, it's Palladium.
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>>44075385
I knows GURPS can be fantastic for all settings. I guess I really need a vehicular combat system at the end of the maybe something that can work with GURPS
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>>44075303
>>44075401
>>44076539

GURPS 4th edition has got vehicle combat rules (the basic combat system can handle vehicles, but the chase system in Action 2 actually makes them fun). What it lacks are vehicle creation rules (at least for vehicle suitable for a MM game).

The only game I've played with decent vehicle building rules for the genre is Atomic Highway. I find it works well, but has some elements which might need to be modified for a real mad-max experience (mutations should probably be removed, some degree of worrying about food, fuel and water introduced). It's available for free as a PDF (legally, I mean).
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Nothing even comes close Apocalypse World in the genre.
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>>44076697
Okay thanks I will check it out

The plan is since its only a group of 5 to pretty much limit them in terms of vehicles. I have asked them to think of something and not give them each a vehicle to drive since technically if we are going off Mad Max: Fury Road its usually shared so maybe someone gets a motorcycle and the others get a big modified pick up.
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>>44075215
Gorkamorka, you idiot
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>>44076996
you could to 2 vehicles:
a light one with just a driver + lancer
& a heavier one with an extra weapon

or let each player control both a driver and a lancer
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>>44077139
or Necromunda with the Ash Wasters, Vehicles and Dogs rules
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>>44077152
I would have to mess about but the plan would be to have a driver and a shooter and try to get them all to mix up the roles unless somebody really likes driving and gets lucky rolls I guess.
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>>44076836
Yeah, but if the itch he's trying to scratch has to do with tactical vehicle combat, AW is the worst possible choice.
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>>44075215
Honestly, with not too much tinkering, you could re-fluff Spycraft 2e.
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>>44076539
>I knows GURPS can be fantastic for all settings.
That's not true in the slightest, but it was suggested because it's one of the few systems with vehicle rules that aren't abject shite.
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>>44075303
>>44075385
>>44076697
>>44076996
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>>44077973
For which edition, though?
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>>44078036
its a splat for the 3e ruleset, but its easily transferable to 4e, just scrap PD.
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>>44078036
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>>44078125
All right. I haven't tried touching anything from 3e, so I wasn't sure how drastic the difference would be.
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>>44078614
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>>44078653
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>>44078687
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>>44078759
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GURPS 4e Vehicles needs to come before I die of old age.
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>>44078773
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>>44078803
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>>44078840
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>>44075304

This desu.

>>44077267
Apocalypse world's vees work fine as long as you're not set on there being a different set of rules just for them. Even then making moves specifically for car chases and such shouldn't be very difficult.

>>44077328
That being said, Gorkamorka was a lot of fun.
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I would love to play a game in the setting of Why Johnny Can't Speed.

http://pastebin.com/dVV0BQc9

I copypasted the whole story here.
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>>44078882
>>44078803
moar
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>>44075215
Road Rage V8GTi.
Thread replies: 37
Thread images: 15

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