Entropy City: Making a Wargame
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About the Project
It was sometime during 2014-15 when the starting idea's that would develop into Entropy City first started, exploring the wider world of wargames it occured to me that no-one had ever really done a game specifically based around Motorcycle Gang warfare and that I felt it lended itself very naturally to a miniatures games. Whilst I knew then that some work would need to be done to make the idea 'acceptable' it started brewing. It wouldnt be until June 2022 where the writing would officially begin.. This blog is a series of posts I have prepared and the development of my miniature game took place.
Related Genre: General
This Project is Active
Phase 2 Testing & Temporary Unit Cards
Testing moved into its second phase a couple of weeks ago, this began with a couple of important things.
- The game moved from 3×3 to 4×4.
- Model count went from 3 to 5 each.
- Guns have been introduced.
- Wounds have begun to be implimented.
I had made the decision to move to a 4 foot by 4 foot table some time ago but while I was purely testing the core mechanics it made more sense to help the action come faster because there wasn’t enough in place for full on strategy quite yet. As for the miniatures count well until this point I really wasn’t sure how many models the table was going to be able to handle until things just became too messy and hard to keep up with, I was very happy to see that if anything I could have easily gone 2 more a side which is good as it allows for more room for strategy as the game testing goes through its phases.
The downside I found this time however was keeping track of things, Id realised when leaving home that I didnt have enough counters to keep track of both stress and wounds (without dice literally being everywhere) so I made what I thought was the clever decision to have everyone on 1 wound and one model each side with 2.. Problem was this made the weapons all feel the same because most bikes only had 1 wound anyway.
I’ve kind’ve always likes unit cards in games I know not everyone does but for me it was always a nice touch, and whilst I had played around with ideas I certainly didnt have anything I could just go with at the time but after tossing up a couple of ideas I decided ‘screw it’ and I created some temporary cards purely for testing only. Theyre certainly not pretty but I didnt think they were ugly, they will serve their purpose which is all I needed for now.
It’s worth noting that this is currently labelled as “Team A”.
So basically the larger numbers are to keep track of the speed the bike is moving, you have a picture of the mini to prevent dodgy business, the weapons are the same mix for each team.
Check boxes for wounds and stress, I’ve purposely made these the right size for card sleeves so that whiteboard markers can be used.
Like I said this isnt pretty or supposed to look like a product yet but I felt it works for the purpose. Its a prototype afterall.
Adding a little more flavour
I’m the furthest thing from an artist when it comes to drawing but when your a single person who doesnt have a huge financial backing to pay artists with you have to atleast try and get things rolling by yourself. To date a lot of this is all “proof of concept” to be prettied up later but when it comes to the faction symbols I decided it was time to do a little bit of that. And I started with something simple to add more flavour to each of them, a unique font chosen for each.
So who are these factions? I mentioned that each of them are based extremely losely on real world equilivents but that doesn’t mean theyre all based on specific gangs at all, more how they tend to be represented in media or how they generally tend to be seen.
Hades: The Cruiser Gang.
Hades are a motorcycle gang as you would immediately think of them, large loud Cruiser style bikes (so Harleys for example). They’re certainly not clean, and involved in a lot of shady activities but some members of the group are genuinely trying to help make things better, there’s been a bit of a split within the gang of late between those wanting to “get back to the old ways” and those that want to make a difference in a more positive way.
Generally speaking their top speeds tend to be faster but theyre slower off the line, they also dont turn as well as the other two.
The Komodo: The Sportsbike gang.
There’s not really a “sportsbike gang” equilivent in real life that I could name but as far as the culture of the Komodo its based very losely on the likes of Yakuza/Triad but only from a cultural perspective none of these gangs are intended to be drawn on racial lines, quite the opposite. Sportsbikes are far better in a corner than a Cruiser, theyre off the line a little faster but can’t quite maintain the same highest speed that a cruiser would.
Mutiny: The Trailbike Gang
Mutiny are perhaps the most varied of all of the gangs, based on a number of sources this is very much a gang you could flavour easilly. They’re a group of anarchists that live off grid, the leader of Mutiny is very much a man of rock star charisma, he’s not entirely honest with his followers and somewhat tells them what they want to hear, it really is only the upper echelon that truly understand the groups anarchist intent. Trailbikes are designed for a mixture of on road and off road, they can move through non sealed roads without hinderence and ruins without it being dangerous terrain.
So if you want a mad max style crew, a punk rocker crew this is where a lot of that comes from.
RFPD: The Police
Redemption Falls once had a very proud police department, had they known how corrupt its higher ups were perhaps they could have prevented the incident that led to the marshall law the city is left in. What is left of the Police Department are almost obsessed with it, some of those people will do whatever it takes to clean up the city, others go by the book to prevent the city getting worse. Again another chance to flavour your crew with either corrupt police or genuinely good intent, this is also the faction that the NPC interference will come from.
There would be more coming, some of which I already know some that are kind’ve “fun idea’s”, there will definately be opportunities to mix certain bikes together.
Two more test models.
Second attempt at writing this I need to stop trying to upload too many pictures at the same time.
So another two models to add to the test model collection but this time I wanted to start with some bases that were more in line with the picture I had in my head, prototypes for how Id like to make them down the line if this ever gets far enough.
And with that in mind I recently got in an AK Interactive Ashphalt, now granted theres a tonne of ways you can do roads and a tonne of those almost cost you nothing, I’ve already done the “glue down fine sand and paint it” technique before but I wanted to try this and much to my shock not only did it look good but better than I expected, the cracks int he roads I’m not 100% sure if its because of how I applied it or part of its design but either way I was delighted.
And then I tried to use regular masking tape to get the lines done despite knowing how often this goes poorly but it turned out even more horrid that I expected it would. My initial intent was to sponge this on for a broken worn look but I quickly realised doing that afterwards with black would likely turn out better, this decition also made it easier to fix it
Owners of the Nazarova Twins from Infinity maye look at the images below and pull out their keyboards to tell me I built them wrong but trust me, I know. I have 3 versions of this kit and it was a deliberate arrempt to change them up a bit, does it work? Well no not really but they’re only for tests.
I really really shouldnt be buying any more bikes at this point I’m really not sure I need them. I have 6 Infinity mini’s completed (if you include these) 3 of which need to be painted, one more that is a conversion as I try to remove all of the Christmas themed stuff from a special edition miniature to make him look more general.
I also have a box of the bikes from the Genestealer cults but with different heads, and the other two boxes of the female haqqislam on the way. I really think I have enough now but sometimes its nice to add to them.
More playtesting
I wasn’t quite as nervous this time as I was the first time around, I set up the table in a slightly different way this time around, still sticking with the standard streets, this terrain isn’t exactly the perfect representation, it should like a modern city, worn down but still something we would recognise as a somewhat modernish city but I made do with what I had access to, including some lovely ruined cars I found in my Mars Attacks box last night.
Although the end game at this stage is intended to be played on a 4×4 foot table I am hosting all of the demo’s at this stage on 3×3 tables, because its about the core rules and getting down and dirty, all of the bikes are the same with the same weapons for the exact same reason. So no super bonus’s for anything yet, everyone is holding lead pipes, which is kinda brutal but to me its been about testing HOW the game actually works and if the core idea is fun. I’d still like to get it infront of atleast 2 more people before I move into the next test.
With 3 riders a piece the table at this size with the dense terrain gets busy quite quickly so it gets into the action quickly which is what I wanted.
I had made an adjustment to the rules following the last playtest as we had felt the stress involved with taking a turn “too sharply” wasnt serious enough but that led to this game feeling like it was a little too harsh so I will be moving that back to where it was for now as it felt better where it was previously in comparison to how it was tested today.
Feedback was promising, my friend hadn’t played it before just heard me talking about my idea’s its actually the friend that helped me design the turning templated I had in mind for the game so I was excited to get him of all people to see where his work went.
Random moments of inspiration (distraction)
I’m actually a little more serious with the title than it probably seems I am honestly because if theres one thing I’ve realised throughout these last few moments is that both of these things genuinely have a place, I’m certainly not a professional in this, whilst I am hoping that in time this might become a published and real actual game thats a dream right now but if you’ve never actually sat down to do anything like this I honestly reccomend to write down anything and everything that comes to your mind if it feels right but it also does come with a warning here too..
Not all of your idea’s are going to be good ones, sometimes you can get very very excited about an idea because it sounds cool. A moment of lore that makes sense in your custom armies background that realistically just doesn’t make sense or the giant digression into what at first was a simple idea only to realise a month later it doesnt actually make sense.
Destructible Terrain?
My game is set within an urban environment, a worn down city thats better days are behind it, sure the rich side of down might look incredible but the lower end, where the real civiliation is the streets are worn, the cafe’s havent been open in years, huge populations of people live in temporary accomodation assuming they still live here at all.
So why does everything have to be an obstacle to avoid? This is a game about movement right where the rule of cool should be encouraged? So if theres a chair on the ground why could I try and hit it with my bike and send it flying into the enemies face.
This is an example of an idea I had rather randomly that MIGHT sound fun and hey maybe it will work but its also insanely silly and something that might just need to be said no to.
Jumps
I’ve sat down a tonne of times trying to get this idea to work in a way that added something to the game and only because I loved the idea so much, the idea of using a jump to reach something out of sight, a broken highway getting an almost clear run somewhere, games with levels tend to have a real depth to them but when I went through the entire document a few weeks ago I deleted a tonne of this simply because the more I looked at it all I saw was that it allowed you to do things because you can but it didnt really seem to ADD anything to the game at this point..
I’d love to revisit this but jumps for now are returned to the initial intent, a way to get an advantage on an attack. Jumps also added what I felt was a complication rules wise because theres no gauruntee you would land before your turn was over, so do I just people get that movement for free? Do I add a rule for being in the air? At this stage I have the latter because I can see too many ways to exploit the bonus distance. Im still reworking this right now, adding SOME extra distance makes some sense but obvious its not going to be Evel Knievel levels of stuntwork, unless I can get the ruling right.
And hey, if this does reach the dream then I always have expansions to add things right?
End of Year thoughts
When I actually started sitting down to work on this seriously I had myself a goal, to have the game in a testable state within the next 12 months, within 6 you could argue that I have achieved that, theres been a number of tests of the Core Mechanics now and the feedback I’ve gotten is solid, each time I see something that could be adjusted slightly but so far nothing is broken… yet.
Ash and I had a game last night at the FLGS as part of our regular Friday night meet, first one I’ve been able to make recently due to some rather frustrating bike problems. He’d been waiting for someone to be ready to play Kill Team and I was waiting for the person I was playing with to finish their Marvel Champions game, neither of which happened ultimately but the theory was we were just going to have a go while we waited.
Its nerve racking taking someone through a game for the first time at the best of times, let alone something your personally involved in but he took it in and had positive things to say, he won the demo (because thats how you run these things haha)
I’m a big fan of the stress mechanics when it comes to the game it really does give the game a different feel that so far I’m quite proud of, having to balance that throughout the game knowing it will eventually make achieving things harder.
Testing of phase one is likely to continue through January before I impliment the differences between the factions and bike types to see where the flaws are there, this is where I expect I will need the most tweaking when it comes to balance and feel but that will come in time.
Keeping this so “secret” hasnt entirely been an easy thing, given that when your working on something you find exciting its hard not to talk about it but until I had something I felt could genuinely BE something I didn’t want to say too much. A lot of the WIP documentation has been available to the Patreon for Getting Tabled, not because it was a promised goal or anything but because I felt our patreon members would be good people to question things given I know theyre all very experianced. But theyre not the only ones by any means, friends have had access (few have read it though which is fine) Lewis Clarke (formally of TTCombat game development) is reading the ruleset right now and will come back with some feedback some of which I expect will be “harsh” (his words not mine). So thats why I also joke about it being the worst kept secret but I am starting to feel like I have the makings of something my own now, its taking shape and I can see the pieces of what I wanted it to be slowly coming together, will the ruleset be finalised by the end of 2023? I doubt it but then I also dounted I’d be this far already. I don’t want to rush this I want it to be right. Especially when if this is to become a thing I have other pieces of the puzzle to work out as well, some of which are outside of my personal budget to achieve but would like to.
2023 should also be the year I try to learn how to use Blender.
Some teases from the "rulebook"
Weapons: Whilst not all riders have weapons, those that do are not shy to use them. The aim in this game will be for all weapons to have their place in the game, ideally this will lead to a game that supports a wide range of player meta’s and a wide range of gameplay choices. Certain weapons have the ability to cause a rider to enter a dangerous state such as bleeding, stunned etc. Likewise there are also some weapons that have the ability to counteract protection. I have a bigger list but at this stage I am only showing the one I am using for phase 1 testing.
- Leadpipe: 1inch reach, TN 13, 3 stress, stun or sabotage. (Currently being used in phase one testing)
Traits: Traits are certain skills and abilities that will passively assist or hinder certain characters, these will be used to help vary the gameplay and give options for riders within teams, in theory most of these will be general enough to fit within any factions, inspiration here comes from a number of different places Malifaux & Bushido come to mind. None of these are being tested at this time and I have a lot more than just the 3 I am showing.
- Stealth (Melee/Ranged): This character cannot be the target of a melee/ranged attack when it was not within line of sight at the start of the activation. (intended to be one or the other depending on the character)
- Rage Filled: This character may never choose to fail a test, it must always continue until either it is successful or it busts.
- Strategist (x): X times per game, when performing a test this character rolls 3D10 instead of 2D10 and then discards one D10 of choice. The rest of the test then continues as normal.
The last thing I want to tease is the design as a proof of concept card I have been playing with, all very much WIP and just a representation. Its worth noting that a tonne of this uses assets through google, it includes assets that might have been advertised as free but are not, this is NOT a final design and a final design would OBVIOUSLY not be using anything stolen. This only applies to this image nothing else (as the rest I drew myself or had an AI create)
Further developments is that the game will ultimately become a 4×4 board instead of the initial 3×3 simply because 3×3 feels too small for the game to work the way I want it to. I’ve spent some time writing up terrain suggestionsm theres even some lose lore I have that will develop more as time goes on to help justify the existance of how the city ended up in this kind of state. The actual “rulebook” document is also formatted in a way to help make it look and feel as much like a rulebook as I can to help make it easier to read.
And now… is the point where I will finally edit this blog to become public again to hopefully draw more eyes to the project. I won’t be sharing EVERYTHING here thats being kept where its at for now but I do hope the blog will help draw interest from people
I blame Warren for this post
For weeks I’ve been listening to everyone talking about this AI generated art but then Warren had to go and show his created artwork on the weekend didn’t he. He had to go and show me how good it can look, how dare he inspire me down the rabbit hole..
Help I’m stick in the rabbit hole and I can’t get out..
The following is the last few hours of experiments before i ran out of credits
Needless to say I was both amazed at what I could achieve and what I couldnt achieve, it became clear very quickly that I need to learn how to speak to the bot. How much of my free credit I wasted rephrasing things is probably not small.
Update for XLBS
Of all of the games people have created why is there none that is purely just based around the motorcycle, I mean Motorcycle gangs exist, motorcycle movies exist, there’s enough races, enough video game concepts to draw idea’s from.
Actually on that note, why don’t motorbike’s in a game ever actually feel like a motorbike? Someone should do this, hell maybe one day I could do this…
That conversation started around 9 years ago, between me and a few friends evolving into my plans on how it could work. I mean why not use templates like in that new X-Wing game it would work well for a motorbike game right? And what if the police turns up as you know NPC’s to get in the way of your missions?
This is how the idea started, friends suggested that NPC police would never work, and then Frostgrave prove it could. Gaslands proves a fanbase could be there for this kind’ve idea even if their concept was different to my own it proved atleast to me I could be on to something.
Nine years later….?
Podcasting opened my eyes to a lot of what the industry had to offer, before that you guys all did, not to suck up or anything but the fact is I’ve been following you guys since the office above a certain store many many years ago, into the shed, Warren wearing a funny orange wig and I like many have played a LOT of games since then. But it wasnt until maybe 3 months ago that I actually decided to sit down and actually begin working on the idea that had been in my head for so long.
The problems I immediately knew I needed to face.
- Miniature limitations:
- There just isnt a lot of motorbike miniatures that fit the “real world” aesthetic I wanted to aim for and, well I’m not a scupter, this would make creating a miniature agnostic ruleset harder.
- Okay then, but thats a problem for later Jason, you need a game first.
- There just isnt a lot of motorbike miniatures that fit the “real world” aesthetic I wanted to aim for and, well I’m not a scupter, this would make creating a miniature agnostic ruleset harder.
- You’ve never created a game ruleset before
- No but I’ve played many of them, hell I know what I enjoy in a game why not start there and then begin to find your own nieche.
- Yeah but you’re not a big name, you’ve got no big connections
- Well does that really matter? This is about creating a game of my own not being famous. Concentrate on getting a ruleset that works first and THEN worry about the what if’s
Factions
First things first, yes those are my TERRIBLE drawings haha
So both of these are proof of concept images the first being for a group I am calling “Komodo” which is based on sportsbikes, definately an underground criminal organisation extremely losely based on several real life and fictional groups.
The second is a concept for a group I am calling Hades, which is the traditional bikers gang most people would think of, but definately not based on any real world groups at all I swear… *shifty eyes*
At this point if you include the law I have 4 factions, enough to test idea’s when I get that far and Ive stopped on purpose, to me I feel its important to get the GAME first before I get over excited about the fluff etc.
The Main Dice Mechanics
I really do not enjoy D6’s in games, yes I know Im weird but theres a reason and its because theyre evil horrible things that should all be destroyed…..
Okay maybe thats an exageration 😛
No look D6’s generally have never treated me well, its like I have a curse with them and its frequent enough and without enough witnesses that I know its not just in my head.. But in saying that as much as I understand that D6’s are common and popular theres just not enough variation there to me, Wild West Exodus showed me this and its a game I felt did a different die type well, Malifaux is another different concept and honestly maybe my favourite.
But as much as “everything has been done before” I wanted my own thing, D10’s was easy but it was going to pick up pizza where it hit me.
What if it was blackjack but with dice? Okay okay let me show you what I mean.
In this example lets just pretend the pink dice are attacking the purple dice.
Mechanic Concept WIP
Stress: How distracted is your current model, stress is to be added to the result of any test performed on the table, and must be managed to prevent busting.
[So if you roll 18 for example but also have 6 stress it would make your total 24 causing you to bust.]
Protection: A smart rider wears protection to prevent injury in the case of a crash, in the middle of a turf war that protection can play a dual role, after all hitting someone in the head is less effective if they’re wearing a helmet.
[In game this would raise the target number of the test by the protection stat, aim is for this to be 1-3 at this time.]
Busting: You have rolled over 21 during a test, this is a critical fail causing your miniature to crash out of the game.
Bike Speed: Did you know that a vehicle’s don’t always move the same speed? OMG right?!
- 8 inches, minimum of 4. Attacks as normal
- 12 inches, minimum of 8, lower attacks target number by 2
- 16 inches strict, minimum of 12,lower attacks target number by 3
[This is all placeholder for the purpose of testing the concept. Instead of lowering the target number for attacks this may change to a penalty on the defenders sum.]
Turn & Templates
[All of the following distances and risks are placeholders that require testing. Template design itself is yet to take place.]
- 3inch
- Low risk at Speed1, medium risk at Speed2, extreme risk at speed3
- 5inch
- No risk at Speed1, low risk at Speed2, medium risk at speed 3
- 7inch
- No risk at speed 1, low risk at speed 2, medium risk at speed 3
Each template is to be created making a 90 degree turn, the distance determining the angle the turn is made at, the difference between these are former templated is that these will have the distances actually marked on them for measurement, a player may choose only to make part of the turn should they wish to. A turn may be used at either the beginning of the movement or at the end of the movement but never half way or at both occasions, a player must plan ahead to avoid obstacles where possible.
Attack Type:
Game of Chicken: you make a deliberate near miss on the enemy bike to stress them out Winner of dual takes half stress (rounded down) . (15 success required) 1-7 stress from 15-21.
If you roll 21 and succeed you take no stress from the manoeuvre, on all other successes you take half, rolled down.
[So a 15 is 1 a 21 is 7. Also if the losing player takes 3 stress, you half that to 1.5, then roll down, and add 1 stress to your character used]
This attack can only be performed approaching the opposing bike from their front. Successful dual will allow a 2inch side movement at the completion of your movement, this can be taken in either direction left or right.
[This is to represent having swerved out of the way at the last moment but is optional.]
Attack Melee: To perform a melee attack at least half of your base must be beside the opponent and you must be within reach of chosen weapon. This will be an opposed test.
Defence Melee: when being attacked in melee you have 2 choices, dodge or attack. If you choose to react with an attack of your own then you may NOT attack next activation.
[Unless a skill says otherwise.]
Dodge still being worked on.
Attack as melee.
Surprise Melee: When attacked from behind defensive player immediately adds 3 stress and rolls for dodge only, unless a skill states otherwise.
[A surprise attack is only achieved from behind unless a skill allows it another way]
Update for XLBS: Part One
The initial idea.
Of all of the games people have created why is there none that is purely just based around the motorcycle, I mean Motorcycle gangs exist, motorcycle movies exist, there’s enough races, enough video game concepts to draw idea’s from.
Actually on that note, why don’t motorbike’s in a game ever actually feel like a motorbike? Someone should do this, hell maybe one day I could do this…
That conversation started around 9 years ago, between me and a few friends evolving into my plans on how it could work. I mean why not use templates like in that new X-Wing game it would work well for a motorbike game right? And what if the police turns up as you know NPC’s to get in the way of your missions?
This is how the idea started, friends suggested that NPC police would never work, and then Frostgrave prove it could. Gaslands proves a fanbase could be there for this kind’ve idea even if their concept was different to my own it proved atleast to me I could be on to something.
Nine years later....?
Podcasting opened my eyes to a lot of what the industry had to offer, before that you guys all did, not to suck up or anything but the fact is I’ve been following you guys since the office above a certain store many many years ago, into the shed, Warren wearing a funny orange wig and I like many have played a LOT of games since then. But it wasnt until maybe 3 months ago that I actually decided to sit down and actually begin working on the idea that had been in my head for so long.
The problems I immediately knew I needed to face.
- Miniature limitations:
- There just isnt a lot of motorbike miniatures that fit the “real world” aesthetic I wanted to aim for and, well I’m not a scupter, this would make creating a miniature agnostic ruleset harder.
- Okay then, but thats a problem for later Jason, you need a game first.
- There just isnt a lot of motorbike miniatures that fit the “real world” aesthetic I wanted to aim for and, well I’m not a scupter, this would make creating a miniature agnostic ruleset harder.
- You’ve never created a game ruleset before
- No but I’ve played many of them, hell I know what I enjoy in a game why not start there and then begin to find your own nieche.
- Yeah but you’re not a big name, you’ve got no big connections
- Well does that really matter? This is about creating a game of my own not being famous. Concentrate on getting a ruleset that works first and THEN worry about the what if’s
Development continues
Well I’ve actually been working a lot on this recently, for a number of reasons. I’d like to have this game into a testable state within the next 11 months and I’ve got a couple of pieces come together in the last month that helped me answer a couple of questions I had in my head regarding the mechanics. The development of the rules themselves have actually begun but I am not ready to discuss them more openly at this time.
I am speaking about them more openly with real life friends, and supporters of the podcast I am a co-host of (as I felt it wouldnt be appropriate not to include them.)
Its certainly still not a game but its closer every week.
The table size is remaining at 3×3, thats where I would like it to be but it depends on how it plays obviously, the current plan is to have movement based around 12 inches as I want there to be some actual back and forth involved within the game as opposed to just meeting in the middle and stopping there until everyone falls over.
The other thing I have started doing is collecting some mini’s for testing at this point in time the base size is a 75x42mm oval, to be its aesthetically pleasing and fits the size of the 28mm mini’s I have collected so far.
Honestly I’ve been using this time as a bit of a palette cleanser whilst the motivation was there and whilst I know this is a somewhat limited update I do hope it shows that progress is being made. It might be a good month or so before I update again.
There are some big changes I can confirm though, the first of which might have already been obvious, the game itself has a working title.
Entropy City
I feel it describes the state of their world pretty well, the main groups do have names as well but Im going to keep those close to the chest for now. The name of the game actually comes from my own work, it has been used in several of my created roleplay worlds in different settings but this iteration feels the most accurate use of the name
The beginnings of a world
First things first I want to make a correction on something I said in my original post, I said this had been in the works for 3 years but it’s atleast double that, this really has been a long term project I continued to get distracted away from. Maybe part of e wasn’t quite willing to bed honest about it for some reason I don’t know but this idea started pre-existence of Gaslands which in and of itself should give you an idea of its age.
World Lore
Game lore is something that some people find absolutely crucial whilst others can take it out leave it and whilst I for into the first camp a lot of my story is still just a skeleton and that is a deliberate choice on my part as I wanted to hand the game right first. And then build the world around it so I’m allowing myself some flexibility.
The original concept was very very simple, cruiser bikes vs sports bikes vs dirt bikes vs law vs heh can I make scooters work?
But the longer I’ve been looking into this the more I’ve realised that realistically there needed to be more than just that to separate them in the lore. I also had to be smart in the way I did this because I cannot give the impression that I’ve based any of my factions on certain real life groups, which I haven’t..
At this stage the world is a split in the timeline, a few crucial moments that whalebone these organisations in real life just never went the way they were supposed to. Leaving these groups with more power to be in the open than within our world, and I want to make it clear in this world they would be gangs, it’s all shades of grey here there no real “I’m clearly the goodie twoshoes” in my head at all at this point, atleast not from wise.
The law faction could be used in a number of ways, first and foremost I want them to perform an npc role within the game itself, much like the monsters you find in games such as Frostgrave, Judgement and others mainly because I feel it’s missing something weight that threat. However I very much see a place in the game for a corrupted side of that force. Allow people to game in the gaps so to speak, come up with their own reasons etc.
Stereotypically there are a few different types of biker games we see portrayed in pop culture the Cruisers type being the most common bug I do intend to explore this properly.
As things develop further I will begin to share names and so fourth for the factions and gangs but for now I want to concentrate on the rules.
How to make a bike feel right on the table
One of the big factors that really inspired this idea was the fact I am actually a rider, as my every day ride. I’m not in any gangs nor do I have a desire to be, thats a game mechanic but the bike feel is something I wanted to get right.
So what sort of factors did I feel were important to get that right.
The Feel of Danger:
If you’re riding a bike, you already know there are some inherent dangers involved, it doesn’t truly matter who’s fault they are they exist and thats the first thing about the game I felt was important. If you make a mistake or something goes awry there should be a chance your biker comes off. With that there is obviously the chance that this means theyre gone from the battle. Now of course you could just say that is what the Wounds are for but that didnt feel as authentic to me, if it was just wounds then they could just be walking.
This was the first problem I faced, extremely early on in this games life I had the idea to take templates (at the time this was inspired by X-Wing but obviously Gaslands has come out since then. But take them a step further, making allowance for acceleration some sharper turns would become risky, turn to quickly or too sharply and it could all go wrong.
If I want people to play a new game it needs to have something about it that plays differently, a point of difference and I felt this was the START of an important game mechanic. It would develop more as time went on.
Bikes vs Cars:
A car turns as you would expect in an arch all vehicles do, however a bike can be more manouvrable, a bike can swerve around objects much easier (though this can be a much more advanced technique, one exploited in incorrect times often). Does this need to appear on the game table well no but I could think of a fun way to represent it having happened.
Different bikes would have the ability to swerve, the slower your going the more you can move, placing the template down, in this case a straight, you have the abiluty to swerve to the left and right a total of lets say 3 inches to represent either avoiding something OR setting yourself up for your next turn/activation.
This idea in and of itself would obviously need testing to ensure it works the way I think it does.
Some bikes are more manouvreble than others helping create more diverse characters.
Tricks:
A simple one here, what if we had ramps for bikes to make jumps or what if light bikes had the ability to do stoppies and the likes, how would you factor in the danger, would you perhaps need to limit which characters had the skills for these?
Something I can see being implimented, maybe something to help better define one faction over another.
This is a concept I’ve been working on for a much longer time that I really should have, I put it aside and come back to it but I still feel its an idea with merit. Im going to try and do a better job of keeping this project updated, I do have more to discuss but I am going to save more for next time..
Do you like the idea of a tabletop game of motorcycle gangs against one another? Do you like the idea of a bike feeling like a bike on the tabletop, or does it sound complicated for the sake of being complicated? Let me know in the comments how you feel personally about what youve read.
Basic Model Sculpt Ideas
As I said initially this project was a long term one, for a game I’ve been playing with for a number of years now, to reiterate the concept is to work off the idea of Biker Gangs like you see on TV and the movies (and IRL many decades ago sometimes still today). Kind of a what-if the commonality never went away.
Whilst most of the larger groups still exist today they dont in the force they once did. Anyway to help keep this moving I have used HeroForge to help create some basic concept ideas for the groups. Keeping in mind that with most of these the motorcycle is wrong but just fleshing out my ideas in 3D space.
Stereotypical Biker Gang Concepts
Sportsbike concepts
Punk Concepts
The Law Concepts
As I’ve said before this is still very much early concept ideas for both the factions and their looks but I hope it help gives a visual as to the ideas I have in mind
The initial idea's
This is a project still very much in its infancy despite the fact its already had about 3 years of thought, having been rather new to the world of Tabletop at the time of thought I kind’ve kept lot of it to myself.
Putting thoughts to the kinds of games on the market I’ve never seen any with a Biker vibe to it, thinking back to the 70’s and 80’s when Biker gangs were a huge deal and where games like Road Rash were all the rage (okay that’s 90’s but still). But I think a game that captures the ‘danger’ of riding a motorbike whilst trying to use a weapon could lead to a lot of skirmish fun.
The entire game could be built around the various gangs, perhaps even a game controlled Police element (if not an optional faction thats released later). Trying to keep the game focused very much on the bikes and leaving the on foot and car stuff to a minimum the idea fluff wise is an alternate timeline where these things only escalated. Think New York at its worst, Chicago when the Mafia was at its heights but its all centred around Biker Gangs.
I feel it could have a rather unique feel if I get it right. My only concern at this point is trying to avoid it feeling like Gaslands.
But watch this space for a very slow burn project.