Bit of a departure from my recent Fickle RPG work, but the recent “alien campaign” will likely come to an end before April. So I wanted to change gears a bit, and decided to revisit my White Line Fever car game. I had put together brainstorm notes, then playtested a couple of times, then touched up my notes. You might remember the game is meant to be heavier than my Flickin’ Cars With Guns, but lighter than the classic Car Wars from Steve Jackson Games. Mainly with simplifying the turning template, and having some varying severity to shooting instead of an ablative armor system.
Now I’ve sat down and done a first pass at a formatted, styled, cool looking rulebook. You can get the PDF right here: White Line Fever (first draft PDF)
And here’s an easy glance at the formatting:
I’m quite happy with how the rules look so far, from the subtle background picture to the car showdown. Just needs pictures throughout.
Soon enough I’ll print them out and try to get a few games, just to polish up and finalize the mechanics. Then I might do an “Advanced” section with driver traits, different weapons, light campaign system, etc. I’ve always wanted to have a game where you could simulate a road trip (kind of given it’d be post apocalyptic) using real-world roadmaps.
I’m absolutely in love with the title font. Some of the other formatting and effects were achieved with other cool fonts.
First of all “Road Rage”, the title font: http://www.dafont.com/road-rage.font
Then the headers are “Highway Gothic”, which is used throughout the USA on official road signs, so fit very well: http://www.dafont.com/highway-gothic.font
Then I used two wingding fonts for the header car silhouettes (I’m such a silhouette fan in for my rulebooks), as well as the small yield/warning signs before each header: http://www.dafont.com/need-for-speed.font and http://www.dafont.com/traffic-signs-tfb.font
Very handy website, and fun to find that perfect font.