April 28th, 2006


Car Assault Wars Auto Double-Zeta

There's been some discussion of Capes in this forum in recent weeks, most of which, I fear, I'm the original infection vector for. I can't let that stand without helping to truly solidify the infection, so I'm cross-posting this from my personal blog as a work-in-progress, but it gives a hint of the kind of insanity one can do if one is particularly inclined to perversion, a taste for game design, and a memory for old-school pseudo-wargames from the heyday of gaming.

Yes, its more Capes geekery. Of course its more Capes geekery.

I've been playing a fair amount of Auto Assault lately. Unlike World of Warcraft, you really don't have to be on a few hours to complete a couple missions; you can generally do some decent farming or run a couple missions in an hour, which is part of why I appreciate it so. I can pop on, go butcher some Pikes or Scavs, ram head-on into vehicles and crazy huge monsters to watch their ruined, burning forms go hurtling through the air, and roll on with a big ol' smile.

But AA wasn't the first game to involve putting on the armour of Mad Max, arming up with your railgun, and heading out into the wasteland. Car Wars burned along the highways of North America long ago, and Autoduel Quarterly was one of our favourite reads. We were slaves to the wheel, strapped in and burning hard with nitro injectors and crazy-huge arenas full of jumps and deadly traps, which we bump-and-jumped around and over while blazing away with machinegun fire and flames, missiles and plasma arrays. Or we were on the highways and by-ways of a dead and mutated America, picking up resources from bombed-out cities for our Arks and subterranean bases, fighting off muties and worse in the ruins.

Well, Hell, how could I get so wound up over such a concept without translating it into the goodness of Capes? But why do it the usual way?

Car Assault Wars Auto Double-Zeta takes the Capes mechanics and leverages the click-and-lock system to let players jump in, throw together a vehicle, then hit the arena or the highway, looking for a good time, and more than a little carnage.

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This has been your free Capes mini-game broadcast for the week.

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Pros & cons of LJ versus GJ for PbP RPGs

I'm setting up to run a journal-based Play-by-Post game, and was going to use Livejournal for it, but a friend recently pointed me to Greatestjournal.

For those who've run and/or played in journal RPGs, do you have recommendations on which service to use? I've seen both LJ and Greatestjournal used frequently (at least, to judge by the ads in places like rpg_promo). Are there any others?

Two things - the service must be free, and not require invitation codes to join (my players tend to get discouraged by having to shell out money or get an invite code just to play in a game. :).

(A note to BBS and mailing list players - I've used both before, and find I [and a number of my players] prefer the journal-based interface. Just a matter of taste, I suppose. Thus, I'm not looking for recommedations for message boards or mailing lists. :)
The Fool

Oblivion/D&D conversion

I've recently converted all of the races from Elder Scrolls IV: Oblivion to D&D 3.x functionality. Some of them kind of need some touching up, and I'd love any comments or criticism anyone can offer for them. Rather than posting the entire thing in the comm, I've put it off in my journal, here. The races are slightly overpowered, but I'd like them to be all overpowered to the same degree (or even better, acceptable in any D&D campaign without a level adjustment). I also have converted the birth signs into feats, but those I have not yet posted.
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