Really, really close on a finished version of White Line Fever now. My last chunk was testing Droppables and finishing their art and printable sheets. And then once everything is done I just need to take a bunch of in-game pictures for the diagrams in the rulebook.
There have been a few minor rule tweaks to clarify and simplify the rules (no more Reverse driving, for example). I clarified some line of sight/arc measuring, updated and renamed Outnumbered for multiple players, etc.
As for Droppables I went back and forth on the size of them, and ended up with a 3″x3″ square. So same length as a standard Hot Wheels, but wider. The original idea of 2″x2″ was too small and ineffective in practice, especially compared to shooting your main gun. 3″x3″ seems like a good compromise.
Testing Droppables, including the idea of placing up to three 2″ squares per use, which was hard to manage
I also tweaked the Droppable options themselves. I removed Barricade (which causes a Crash) because it was a bit boring, and why would you ever choose Oil (Spin Out) over it? I also changed almost every Droppable to do at least 2 damage as well as their effect. And what I’m most excited about is I added a “Gateway” which is a semi-positive Droppable as it lets you instantly move to ANOTHER Gateway droppable anywhere on the table. Could be pretty cool with a semi-organized team or a semi-joke match where everyone uses Gateways. Oh and I reworded Springboard to 5″ back, and a new Speedboost to go 5″ forward.
Speaking of weapons I tweaked some of the others, namely the Tank Cannon damages you after firing instead of pushing you back. Because it turns out being pushed back when trying to line up a bunch of shots isn’t a bad thing, haha. I changed the Push/Pull weapons to ignore line of sight as well, and removed the Shadowblaster, and added an Enforcer (the only 2 damage Secondary weapon).
On the campaign front I’ve had some luck figuring out a series of systems I like for it. Just need to firm everything up and then eventually I’ll put some “Open Road” rules up here.
Anyway should have White Line Fever all wrapped up before Christmas. In fact I’m going to play it tonight, woot!
Picked this miniature up at my local game store in their $1 bin. What an absolute gem of a find. I love these charming, somewhat-ugly and somewhat-awkward miniatures (I mean look at how long his arm is!). I also really like the old beak style medieval helmets, AND shields, AND flails. So it’s perfect. Going to be hard to not just paint him realistic metallic colors with a bright shield, but I’m trying to think of a way to make him pop on the game board.
Given my rate of painting he should be done by the year ~2025.
I by no means think this game looks high quality or well done or adding much beyond a cash grab at the battle royale craze, and the Steam reviews seem to support it. Certainly doesn’t have the exciting open world aspect of the venerable (and now shutdown) Auto Assault. Or the gritty, hard hitting weapons of Gas Guzzlers Extreme. Or even the tactical elements (at the trade off of janky graphics) of Darkwind.
But hey, it’s still nice to see a game highlighting cars with guns, so here’s the silly named Not My Car – Battle Royale
Well I booked an upcoming session of Party of Light with my nieces who I made the game for, and as tends to happen an imminent game spurs me into creative, productive mode. So I updated Party of Light slightly to v2.5. So still a similar level of complexity and the same basic idea to the rules. I tweaked a few wordings and expanded an example section in the core rules. The biggest addition has been the “Action Ideas” document, that gives a list of actions/effects that could be done on your turn. These can be combined and expanded on as desired by the players. I also put together a very simple Monster Sheet that helps me (the Villain!) organize my baddies. Oh, and of course, an amazing title page and new interior art! Finally found a larger size image of what I used before for the title page, which you can see here: new title page.
So here ya go, ya salty sea dog: Party of Light v2.5 PDF
Now as you know from my much loved Fickle RPG I’m not much for giving the players lists because the vast majority of their time they restrict themselves to the list only. But that’s a game for adults, and in Party of Light I think a bit more guidance would help the kids. It’s not like they are familiar with grid based combat effects from their vast lifetime of computer games and other RPGs or something.
So the action idea list helps that. As you might remember, Party of Light uses a scaling dice system where you are always looking to roll 5+, with Easy using D12, Normal D8, Hard D6. So 66% chance, 50% chance, 33% chance. Simple and smooth and introduces kids to other weirdly shaped dice. For deciding which dice to use you start with Normal which gives you 1 outcome/effect, such as damaging the target. If your action is with your Best statistic (so swinging a sword with Might, or casting a spell with Magic, or taunting a monster with Mind) then it becomes 1 “step” easier. For each additional outcome/effect you move 1 step harder. So you could damage the target, heal yourself, and push another enemy for +2 steps (so Easy -> Hard).
But previously thinking up those actual outcomes/effects was tough for the kids. This list will help that. The options can be combined as desired, so an Ice Storm could be Ranged (apply at any distance), Radius (hit target and hurt those around), Basic (as damage). Or a healing shield could be Basic (but +Stamina instead of damage) and Block (saving throw vs next damage).
Oh and the monster sheet is basically what you’d expect. One step above scrap paper, haha.
Anyway the main page has been updated with the rules or you can grab the PDF above.
I mentioned I regularly use my old Dragon Strike map boards when playing Party of Light. Mainly because I never really bought a ton of new well printed cardboard tiles (as tempting as the numerous D&D Dungeon Tiles packs and maps were). But anyway I found some old black and white planning maps for each of the 4 Dragon Strike maps, so that’s pretty neat. As a reminder here’s what the Dragon Strike field map looks like:
And here are the planning maps. You could print them and draw in monster and trap locations like it’s 1993. On a barely related note, my local hobby shop has a pretty good quality copy of Advanced Heroquest in stock for $160. Although I already own one, and the minis aren’t nearly as good quality as modern offerings, I’m still somewhat tempted just to get more sweet, sweet dungeon tiles and rooms.
I wish they were larger size to even print as basic, playable maps, but alas this was the best I could find.
It’s a bit hokey, it’s a bit color saturated, but I sure like this nostalgic style of art from the cover of the Villains by Necessity book.
Gotta love the simplicity of printing a black and white paper map to have beside you as a reference.