Almost final version of White Line Fever

Almost Released

Almost ready to wrap up the core rules of White Line Fever. So far there IS amazing placeholder art (left), let me tell you my hand drawing skills have never been better. So besides a few more playtests I need to take pictures and make diagrams for the rulebook (like right, from an old Car Wars setup I had).

There are otherwise no more outstanding TODOs. I imagine weapon numbers will get tweaked over time and potentially new ones added or existing ones removed, but that’s pretty natural as the game is played more. In the meantime here is the current rulebook for White Line Fever, complete with record sheets (that, as usual, I’m pretty happy with!) and all the placeholder art you could ever want.

Get the exciting White Line Fever almost-done-rules PDF

As to my previous post about wanting to include Speed into Floor It checks, the math just didn’t work out, so I’m sticking with the simpler, more generic approach of D6 vs Maneuver number. Much more enjoyable to always know your odds, not be less than 50% right away at high speeds, not need another different dice, etc. I’m still open to figuring out a solution to this, but what I came up with so far in a few playtests and attempts just didn’t quite blow my socks off.

Anyway after release I’ll take a bit of a break and then start on a longtime goal of trying to make a campaign system that uses real world roadmaps to track progress. I have a few vague ideas of how I want the campaign to work, but generally there should be interesting and meaningful decisions made between the different route options available, as well as resource management and tough calls in between fights. Completing a solid, lightweight core game should help facilitate this, instead of throwing everything into the first release. The other big expansion idea I want to do is increasing the Action options, so you can do more each Maneuver instead of just shoot or drop weapons. Again still in the very vague stages (I’m trying to not get TOO far ahead of myself) but I think I’ll add a Utility slot on each car that can be chosen and gives another Action, such as repairing self, aiming guns, boost straight ahead, etc.

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