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/tg/ - Traditional Games


It's basically "Orks: The Movie"

What system facilitates the best high-octane car chases?
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File: Hell for Leather.pdf (7.06 MB, PDF)
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>>40064853
Hell for Leather is pretty awesome.
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>>40064853
Apocalypse World.

Last week this board was full of Mad Max threads. What happened?

Does anyone have any Gorkamorka?
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>>40064915
>Mad Max threads. What happened?
Do you live under a rock?
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>>40064967
Nyet. What happened?
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>>40065004
The movie just came out. It rocked. We're all man-children hyped up on cars and explosions.
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>>40065004
Mad Max 4 was released, bro.
UNIVERSAL acclaim.
Highly recommend.
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Would you rather be a Warboy or a Polecat?
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>>40065052
WAAAAAGHboy
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>>40065052
IMMORTAN JOE LITERALLY DID NOTHING WRONG
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>>40065083

Such CHROME!
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>>40065098
PERFECT IN EVERY WAY
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>>40065083

MEDIOCRE
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>>40065036
Cool. Do you have any action scenes that you can describe for me? I still haven't watched it.

Do you anons want a homebrew that tries to emulate Mad Max?
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>>40065083
MEET ME IN VALHALLA
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>>40065139

>Do you anons want a homebrew that tries to emulate Mad Max?
More stuff like that would be good. Particularly since most of it is focused more on emulating Fallout style worlds than actual motor car high octane stuff like Mad Max.
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>>40065139

YOU CAN DO IT: GET UP

WITNESS ME NOW BROTHERS

WITNESS! WITNESS! WITNESS!
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>>40065139

FLAMETHROWER GUITAR GUNSHOTS EXPLOSIONS ENGINES SCREAM THE CHROME THE FAST THE NITRO

I LIVE I DIE I LIVE AGAIN
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https://www.youtube.com/watch?v=yxJwP0izGgc

Still tripping from Fury Road.
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>>40065160
That scene was great. Whenever there was comradery amongst the war boys it was great.
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>>40065083

You will arrive at the gates of Valhalla, shiny and chrome!
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>>40065139

Pretty much every single thing they do is a practical stunt. Very little cgi. In one scene a 21 ton tanker going 60 mph flips over and explodes. Completely real. They built all the cars functional, and yes, the truck covered in speakers with a guy attached by bungee cords playing a guitar that shot flames was an actual thing that they built and it worked.
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>>40065229

DO THIS FOR ME AND I WILL CARRY YOU ACROSS THE THRESHOLD MYSELF
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>>40065052
I think I'd take the nice easy life of a bullet farmer.

After all

I AM THE SCALES OF JUSTICE, I AM THE CONDUCTOR OF THE CHOIR OF DEATH
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>>40064853
>Orks: The Movie
Other way around, Orks were heavily inspired by the original Mad Max. Orks are Mad Max: The 40k Army
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>>40065272
Pissed me off that max vs the bullet farmer was offscreen.
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>>40065263

MEDIOCRE
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>>40065154
Good. So, let's start. The game begins with Immortan Joe chasing you in the Badlands. The player's are all in one car. The character merely have three stats: KILL, DRIVE, DON'T DIE. The vehicle is equipped with a dozen boomsticks as well as a nearly-empty stubber. The car has a few stats: SPEED, RAM, BODY. You use SPEED when trying to set up a RAMMING attempt, avoiding explosive spears, that kind of shit. RAM when trying to smash other cars. BODY when taking damage.

The GM gets to create the vehicle for the players. Standard, pre-wasteland cars only have 2d4-2 SPEED, but have 3d6 drop lowest BODY.

RAM depends on the amount of attachments on the car, or maybe it can be BODY/2, rounded down.

Larger shit (SUV's, Off-road vehicles) gets a 2d6 SPEED, with no penalties running off-road. With a 3d6 BODY. It's ram is BODY/2, but rounded up.

Any thoughts?
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>>40065302
yeah, I hope they just had that cut and add it back in in the DVD.
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>>40065295
I feel like it was more chaos cultists. Imortan Joe and his war boyz were Slaaneshi, The Bullet Farmers khorne and The People eater's men Nurgle, the raiders on bikes and the ones who attacked the War Rig with the spiked vehicles were most definitely orks, though.
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>>40065306
>>
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>>40064915

Apocalypse World's a great system, but we have to wait for 2e to get rules for high-octane car chases.
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>>40065344

Imortan Joe is the Emperor/Imperium. Bullet Farmers are Admech.
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>>40065083
His face. It's like a combination of regret and sadness.
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>>40065359
When is it coming, anon?

I WILL CARRY YOU TO THE THRESHOLD MYSELF IF NEEDED BE
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>>40065323
Need to think about bikes and gyrocopters too though. Also fuel exhaustion. Gas is numero uno survival necessity.
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>>40065295

We all know this to be true. But in this case I think there's clearly a grand cycle of inspiration going on.

I mean a caste of physically identical, totally insane warriors called "war boys" who believe in reincarnation and dearly love violence? Come on.
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>>40065139
>Do you have any action scenes that you can describe for me?

action scene 1) mad max tries to escape creepy lair and it's all speed up and he's hallucinating and everything is fucked.

Action scene 2 ) furiosa runs her convoy off road and they get attacked by spiky gang.
>leading into
Action scene 3 ) immortan goes after furiosa and his gang attacks spiky gang so that they can attack furiosa and then they fight and dudes become shiny and chrome and suicide bomb. Then theres a nukedustwhirlwind.

action scene 4) tom hardy tries to get his bane mask taken off and fights furiosa. He has a warboy attached to him by a chain and a car door in the middle. Furiosa has one arm. There is one pair of chain cutters between them.

5) they go into rocky mountains and biker gang does biker jumps and throws flaming grenades and max and furiosa bond while shooting bikers out of mid air.
>leading into
6) immortan goes solo after furiosamax with some dudes. I think they have to fix some shit on the rig while driving and fighting.

then theres an offscreen fight screen /w tense sniping moments.

7) they get chased, but furiosamax have allies. Max jumps into another wartrukk and he crushes some cars. Polecats sweep in from the skies with chainsaw arms. they have to abandon ship and climb onto another ship. Lots of dudes get shot. Max grabs a guys double headed flamethrower guitar and smacks some bitches.

That's without spoiling much of the storyline.
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>>40065409

>No Doof in the picture.

You had one job.
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>>40065052
One uv da WAAAGHBOYZ!
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>>40065083
SHINY AND CHROME!
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>>40065139
WHAT A LOVELY DAY!
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>>
Mad Max was great. There was a bunch of interesting stuff in it I liked.

It was very violent, but not very gory. There weren't really any shots of "OH NO BLOOD AND GUTS LOOK AT THAT"
There was just a bang, a guy gets shot, and then he falls of the car and is never seen again.

Also, I liked how everything on the vehicles actually had a use. There wasn't any extra greebles for no reason. It all looked cool, but it had a purpose. I mean, aside from the skull decorations, but you know what I mean.
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>>40064853
We've had this thread quite a few times, and the answer is always Gorkamorka. Or Car Lesbians if you don't want any dakka involved.
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>>40065412
>When is it coming, anon?

No telling, it's in early stages so far. But Quarantine and Maestro'D are going to be core classes, and Operator will be gone, folded into other classes.
The new car rules will include stuff like ramming and leaping between moving vehicles, all that good stuff.
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>>40065306
KILL, DRIVE, DONT DIE

Damn, I wish more games were so up front about things. Other AW skins have an habit of trying to intentionally hide the meaning of stats.

What's more metal? Making easier to die as you take damage or giving you a CHROME score that lets you
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>>40065495
Skull decorations ALWAYS have a use.
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>>40065519
I'd prefer some kind of cool points pool that happens. And if you decide to go full valh-allah you get extra dice or something.
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>>40065528

Sexual selection?
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>>40065549
Always.
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ALL HAIL THE MIGHTY V8
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GODDAMN CARBARIANS
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>>40065519
>>40065547
Would you like it if I added an extra stat called MADNESS? Basically it's like bennies, but it allows you to add extra dice, by pushing yourself into extremely dangerous situations that has a good chance that you will die. Come on anons, give me some ideas. Oh, and you should have linked >>40065323
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>>40065675
Sounds good.
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>>40065528
Well, considering at the beginning, Furiosa had guns in them, they probably do have an actual use.
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>>40065621
>"Hey, your shoe is untied"
>"Really? Tha AUGH MY EYE!"
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>>40065735
You can make anything useful after you stick it to your car. Just gotta use your IMAGINATION~!
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>>40065691
OK. So let's discuss classes. What should we have? A driver is quintessential, so let's work on that. A driver can become one of the following:

>Smasher
Gain a bonus to ramming other cars. +2

>Trickdrifter
Makes stunts easier and taking less damage.

>Gunnerman
Gets a bonus to shooting guns and making full-auto better

Also the PC's car get's modified depending on a driver's class. A Gunnerman's car has a gun like those in the movie. While a Trickdrifter has better suspension.
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>>40065328
That would be stupid and ruin the flow.

It was very fitting that it was off-screen during that lull in action
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>>40065819
Remember the start? Nux was the Driver, Slit was his Lancer. Something like that in terms of class dynamics.
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>>40065819
We could have a class based around throwing shit. Like those explosive spears. Could be useful for smaller vehicles or if you have a healthy spear supply.
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>>40065083
Wouldn't that kill you?
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>>40065849
>>40065853
Shit. That would be awesome. So a new class.

>Lanceroids
Lances explode harder. Makes throwing more useful
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>>40065869
Point? They normally perform feats that lead to their own deaths while being WITNESSED! anyway.
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>>40065883
Another class idea.

>Mutant
You were not born perfect in every way, roll on a mutation table to discover your mutant trait.
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>>40065886
But, I mean, they actually chromed his teeth with spraypaint.

That stuff is poisonous.

He needs to see a doctor.
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>>40065911
Cancer.

Cancer with a smiley face.
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>>40065911
Nah. Only the Warboys had some genetic weirdness, I think. Isn't that what plagued Nux?
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>>40065911
I think a better idea would be having everyone roll on that table from the start, with a d100. 1-30: Born Perfect In Every Way. Past that, varying mutations from insignificant things to really messed up stuff.
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>>40065921
Cancer could indeed be on that table. Giving them smiley faces to be your mates is optional.
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>>40065927
That does sound like a better idea.
>>40065923
Nah, there were other mutations. The guy with the suit had fucked up feet, there were other smaller mutations present and major ones too. Example is the midget son and the hulk son who had retard strength. Minor shit would be having a fucked up nose.
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>>40065950
>>40065927
I think we should discuss mutations later on. Not all GM's might use that. We should work on the combat.
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>>40065999
Then just make it optional from the start, like randomized characters in WHFRP.
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>>40065927
it should be less than 30% chance of beeing born perfect
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>>40066010
You don't want players grumbling because they didn't want to be a mutant. A 30 percent chance at least feels like fair odds for a roll.
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>>40066008
OK. I'll take that into consideration. So how do you anons want combat? I think combat should be an ever-present part in a campaign. You might just outrun the Warboys, but they'll catch right back up in no time. How should we represent this?
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>>40065919
no he doesn't.

Its not like he's drinking the stuff. just drink water and take a piss.
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>>40065999
Another thing to think about, kinda unrelated to combat but still, limb replacement. I assume the arm Furiosa had is not exactly common, but still, possibilities to play with that. Integrated weapons for example.
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>>40066030
I think stuff like that is a DM discretion area and doesn't really need rules.
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>>40066022
>not wanting/expecting mutations in a post apocalypce world?

spoiled shits
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>>40066030
I guess an encounter table of some sort, maybe? For every day/few hours/etc of travel roll on the table and see what shit comes after you. If you're being pursued, maybe some kind of pursuit table to roll against and see if they catch up or not? Or they get ahead and set an ambush, or something.
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Car customization (The Ride) would be extremely important, as well as maintenance which can be performed while driving.

This would require a third 'class': The Mechanic/Fixer. Whose job would be to scurry about and try to make sure the car doesn't fall apart from stress and damage.

Everyone can perform 'basic maintenance' that has to be done in down time. But only a Mechanic can do things like 'patch jobs' mid-combat, or really trick out the ride to make it more effective. Like blowing water into the motor like Nux and Max did towards the end of Fury Road.

A different kind of healer/support class.

(Nux for example would be a mix of Mechanic and Driver)
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>>40066121
I believe the term is Blackthumb for a mechanic who has a deep connection to the machines.
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>>40066121
Thinking about it, I don't think there should really be set classes so much as broad skills that get points sunk into them, unlocking various abilities.

Like driving, fixing, shooting, etc. Everyone can perform very basic actions in each of these things, but you become better at it if you prioritize one over the other.

Like Nux has good stats in driving and fixing, but low as a shooter/fighter. While Max has decent stats in everything, but as a fighter he is more a brawler than a pure shooter (he's not the best shot with a rifle compared to Furiosa, but he manhandled Furiosa in a fist fight).
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>>40066162
Sounds legit to me.
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>>40066063
Nah. I mean like the scenes in Mad Max Fury Road and Beyond Thunderdome. Long chases decided by one pivotal moment. And what you're describing to me is plain boring. If the player's ain't using KILL, then they use DRIVE to run away. If they ain't using DRIVE, then they'll have to use DON'T DIE. So how about this:

>When the players are in danger, combat starts.
>Whenever you want to kill somebody, roll your KILL stat and add your Weapon's score. To avoid getting shot, players roll their DRIVE score.
>If you want to board vehicles, the Driver makes an opposed test with the to-be boarded vehicle in DRIVE. If he wins, you get to board the vehicle and fight against the passenger's, if not the boarder is placed in danger.
>If you think the situation's hopeless, you can roll for MADNESS and hope you don't die.

Everything will be done in an opposed test. Why? For theme, I guess.
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Also character traits as well as skills would be cool. Drawing on characters from the films again, the Breeders start out as literally rank 0/1 in every skill, but have the 'Born Perfect In Everyway' and 'Grogeous/Attractive' trait. And some gain skills through out the film, like the one that starts learning how to shoot and stuff like that.
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>>40065935
Larry and Barry for best mates
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>>40066218
Oh jeez, I can imagine players actually making a Breeders party now and bumbling around the wasteland trying to survive. They'd need a few more traits though to not DIE. Maybe Seduction, or Persuasion? Something to convince people not to KILL them.
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>>40066238
(: Best mates. :)
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>>40066162
Good point, but I want to make things simple. So you can have three specializations. The Fighter, Driver, and Runner. Those three semi-classes have two paths. The Fighter can be good at boarding cars, or can be good at plinking at them with a gun. The Driver can be good at running away, or charging into the heat. The Runner fixes the car, or gives it a boost.

How do you want your cars? I'm thinking of throwing the stats away in favor of describing them in details that give boost to rolls.
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>>40066252
I don't think most people wouldn't be inclined to killing them. They're 'Gorgeous', prime breeeder material. Unless their being hunted by a gay gang, kidnapping and life as a sex slave is the worst thing they'd have to worry about.

>>40066271
I think having two set of stats for the cars. 'Casual' for people who want a pick up game or can't be fucked going into too much detail about the vehicles. Keeping it to broad categories and templates like 'raider', 'rig' and stuff like that. And 'Gearhead' which would go into detail like chassis, engine and all the gubbins.

Satisfies both parties.

I'm just shooting out ideas. Don't expect too much crunch to come my way. (I'd be more a 'casual' player, most like)
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>>40066306
>wouldn't
would be inclined to killing them.

God, so many typos.
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>>40066252
They could use MADNESS. If there's one thing I learned from Mad Max, everything important happens in cars. Social interaction wouldn't be important here, but killing people is.
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>>40066306
Okay. Do you guys want to replace the stats with Driver, Fighter, and Fixer, or do we stay with KILL, DRIVE, DON'T DIE ?
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>>40066376
Either way works for me.
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>>40066347
>Social interaction wouldn't be important here, but killing people is.
I dunno. Max had to be convinced to help people in both this and Road Warrior, and even though Humoungous wasn't successful he did attempt to diplomance his way into the gasoline in Road Warrior.

You might also need some social rules if you want characters like Master/Blaster and the various tribe alliances.

>>40066376
I think you can have both. KILL/DRIVE/SURVIVE are stats, but you can also have skills that are affected by your proficiency (like shooter or brawler, which would be boosted by your pure KILL score).

Making it essentially a classless system (my preference) with a lot of character variance.

I prefer 'survive' to 'don't die' but I'm not going to fight anyone over it.
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>>40066427
SURVIVE sounds better than DON'T DIE, and it gets the players in the mood.

>>40066427
We would need social rules if the game wasn't all about a grand chase.

What dice should we use? I'm thinking d10, but d12 might be better.
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>>40066427
>Making it essentially a classless system (my preference) with a lot of character variance.
let's steal the aptitudes system from DH2.
that way everybody has access to skills, like it should be in a post-apoc world, but characters can specialize easily in their 'thing'
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>>40066427
Again, just throwing stuff out there.

Thinking about the movie and relating it in character terms, SURVIVE is Max's highest stat. SURVIVE let's him scavenge for food (the lizard at the start), literally 'survive' insane stuff (fucking everything about the film), and at the end of the film perform a blood transfusion saving Furiosa's life.

>>40066493
It can't all be about a grand chase or the system lacks depth. It should be the main focus, but it can't be the beginning and end of the system. Social rules would be extremely minor stuff, just a loose frame work.

For dice I'd say keep it mostly d10 but with a d6 thrown in on top with a MADNESS role.
>>
https://www.youtube.com/watch?v=eqQjrSWB84c

Something to pump anons up. I''m not trying to be a killjoy or hamper any enthusiasm.
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>>40066561
Made me wanna start an Ork army.

But I already own a Noise marine army, which one is more fitting for the Doof?!
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>>40066528
Maybe players should have only one skill point to spread around possible skills. Players trying to emulate Max would put a skill point into crashing into enemies, while others would like to be the shooty guy. The problem now is how to level up. I'm flabbergasted at this problem.

And I've got several ideas for car combat. One is that every time a car is hit, you get a -1 to your next roll of DRIVE until you fix it. Or you roll a d6 to determine how fucked the car is. Any thoughts?
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>>40065253

Wait, really? I saw the 3d version (because you just fucking have to) and the enhanced effects of some bits, so I assumed they were total CGI.

So they're almost all actual stunts with just enough computer fancy to make them a little prettier? No wonder it all felt so... convincing, I guess. I haven't seen an action movie I bought into so readily in ages.
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>>40066550
Okay, I see your point, but I am hit at social rules. Maybe the stat could be THREATEN? Use it for coercing people through force, or bluffing a vehicle into thinking that you're going to board it.
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>>40065911
Visible mutations sicken good-aligned characters and give them a 25% attack bonus against them. Similarly, if a character becomes scarred, they lose points in all skills, and any character can kill them with no repercussions.
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>>40066665
In the words of the guy who built a bunch of the cars "The desert doesn't suffer fools and CGI is bullshit"

Also read an interview where the guy playing Rictus mentions having a close call when the truck he was standing on lost control and he had to stick around for the ride because of the safety rope tying him to it.
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CHARACTER: MAX ROCKATANSKY

MADNESS*: 3

KILL: 23
DRIVE: 23
SURVIVE: 27

TRAITS: LONER, GRUFF, GEARHEAD
SKILLS: FIGHTER 3 (Shooter 3/Brawler 4) FIXER 2 (cars 3/guns 1) STUNTS* (physical 2/car 3)

*Not sold on these names/things yet. Madness I think should be a dice pool that increases with use, but deteriorates other stats/skills until the person goes 'BONKERS/PSYCHO' and essentially become useless. There should be some way lower your 'MADNESS', but no idea how. All number are just to give you an idea. Not set in stone.
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>>40064853
Atomic Highway.

Literally the post-apocalyptic car chase RPG.

Savage Worlds also has fucking awesome chase rules.
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>>40066685
I think social stuff can be covered by character traits rather than pure dice mechanics. Let people RP it out rather than make it pure social combat.
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>>40066665
Shit blew up for real, bruv.
https://www.youtube.com/watch?v=giZDau_csdM

CGI was used for things like hiding the sweet jump ramps for the dirt bikes.
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Take a look at Savage Worlds, that has an interesting card based system. Have a feeling it might get a little clunky in play though.
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>>40066710
You'd have 13 points to distribute around your K/D/S. while you'd have 4 points to distribute around your skills. Stunts probably wouldn't be necessary. When Max fights on his feet, there isn't any tricks; just good old face-smashing. Driving is separated into two paths; The Runner, and the Killer. Runner gives bonuses on Outrun rolls, while Killer improves on your car-ramming skills as well as giving extra moves, like in Apoc World. Wat'cha think?
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>>40066631
>Maybe players should have only one skill point to spread around possible skills. Players trying to emulate Max would put a skill point into crashing into enemies, while others would like to be the shooty guy.
Some kind of pool at character creation would be good. A set pool of ten or twenty.

> The problem now is how to level up. I'm flabbergasted at this problem.
Use. This would require a good DM, but the DM would allow your ranks to go up after doing cool shit (like stunting a car over a blown up bridge, or sniping a dude while going over 100 and bouncing on the hood)

The danger is having a dick DM who won't ever let you increase your skills. But not much can be done about dick DMs.

> One is that every time a car is hit, you get a -1 to your next roll of DRIVE until you fix it. Or you roll a d6 to determine how fucked the car is. Any thoughts?
I wouldn't say after every hit, but over time. There should also be some kind of stress mechanic to chart how close the engine is to blowing.
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>>40066665
After watching all those garbage hollywood comic book/transformers shlocky CGI action flicks that my friends dragged me to they had the balls to ask me why I liked Fury Road when I hated pretty much every other movie we had seen except Metal Gear Rising: Winter Soldier.

Then it dawned on me that maybe there are people who can't tell real special effects from computer generated crap, or even care about why one is usually going to deliver a better experience than the other.

The explosions were fucking REAL. The stunts were REAL. The props, the sets, the lighting (in most scenes except the 2009 Eastern Australian Dust Storm but with lighting was REAL. The sound design was also fucking fantastic.
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>>40066790
>When Max fights on his feet, there isn't any tricks; just good old face-smashing.
I was thinking about his mad dash through the citadel when I wrote it up. You don't really want to not be in a car, but if it comes up, stunts would keep you from dying. I also thought it might cover jumping from car to car, or something like that.

> Driving is separated into two paths; The Runner, and the Killer. Runner gives bonuses on Outrun rolls, while Killer improves on your car-ramming skills as well as giving extra moves,

Sounds good. I thought maybe to include something like a difference between driving cars and bikes, but that might be pointlessly abstracting the whole thing.
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>>40066838
It makes me glad we're finally seeing the value of practical effects again after more than ten years of CGI shittery
>>
Try this http://www.mediafire.com/download/hr4ecdxxd4evuxp/Atomic+Highway+-+Core+Rules.pdf
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>>40066710
Madness can be lowered by doing good deeds. For example, in Road Warrior, when he decided to drive the tanker.
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>>40066861
Good point. Maybe Stuntman can be a new skill tree?

>>40066828
Nah. Each skill tree has 5 levels. Since there are five sub-skills each, we have 30 levels. Divide that by two and you get 15. Divide that by two and round it up, we get eight. Players get 8 points to allocate around their skills.
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>>40066966
Stuntman would be a good name for it.

>>40066957
I like that idea. Again, could be abused by a dick DM, but what can't?
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>>40066828
>the DM would allow your ranks to go up after doing cool shit
Or just have a standard experience pool. Every time you defeat an enemy, you gain a few XP. Wham, bam, thank you ma'am.
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>>40066991
I dunno. I hate experience points as a basic concept. Always have. 'I'm just five dead boars away from a level up!' Seems a boring way to play it, and involves things like set exp for every encounter and stuff like that, which to me is just dull.

I think its also the root of the 'players v DM' thing that some people have, and makes the game even more about just numbers.

I'm not a fan of it on a conceptual level. Same reason I don't like classes. I guess I just prefer a more fluid system with a bit more co-operative back and forth between players and DM.
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>>40067058
Well, I'd refrain from using xp too. Different GM's have different ways to gauge how fast you level up.

In other news, MADNESS is going to be a dice pool that starts as a d6. Every time you succeed in a MADNESS roll, you get to add another dice to the dice pool. When the MADNESS caps at 7, you go Psycho and start doing suicidal things. Every time you do a good thing, or refrain from doing cray shit for a while, you lose one MADNESS and lose one die.

Now, how do we stat cars? Just use vague qualities or quirks or have concrete numbers for them?
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>>40065253
>muh 'no cgi, completly real'
So... you would want people to endanger themselves for a 2 hourflick.
You think that is a good thing.
I think you might have problems.
>>
>>40067162
Calm down buddy. They stuntmen. They know how to minimize danger.
>>
>>40067162

>endanger themselves

These were all trained professionals that were passionate about the movie they were making. You're fucking retarded if you don't believe that the people who do the stunts don't value safety above everything else.
>>
>>40067162
>>40067188
Now, now. Don't turn this thread around. We're homebrewing here. But >>40067188 is correct. They know how to be safe.
>>
>>40067125
But doing good things and doing crazy shit are often the same thing in this world. And how do you make someone do suicidal things? GM fiat?
>>
>>40067125
I'd say with the cars are individual stat blocks. Muscle car, sports car, truck etc, with different stats. Just normal cars.

Then, you put on top of that car either specific customization or to do it with quick pre-built templates like 'raider', 'rammer', etc with different armour/speed/firepower ratings. The fast way for the less crunch obsessed and the longer way for the players that love tricking out vehicles.

So a 'rammer' will be built for durability, so they'd have a good armour rating and weapons like spikes and buzzsaws. A raider would be faster, built for speed. So less armour, maybe some guns, and a speedier engine.

You can only put so much on a certain basic 'car model' before it becomes over burdened or over heated. So picking a good starting car type is important. You'll only get so much out of a chevy compared to a mac truck when building a good 'rammer' for instance.
>>
>just made off with a huge score from one of Immortal Joe's water wells
>get a moment to unwind
>sitting around a campfire knocking back some brewskis and getting high with your best friends
>tomorrow you'll need to keep moving because you're now a huge target due to all the water you're towing
Such is life in the wasteland.
>>
>>40067188
>You're fucking retarded if you don't believe that the people who do the stunts don't value safety above everything else.

All the best stuntmen value the shot over their safety.
They get fukken pissed when medical teams rush in the second a stunt goes wrong.
Jacke Chan didn't get famous using a fall arrest harness.
>>
>>40067185
>>40067188
>>40067207
Friendly reminder that a well known asian stuntmen and actor has broken literally every bone of his body.
Jackie Chan.
>>
Anons, I think I've got the frame for statting the cars. Cars are judged by three things: Size, Threshold, and Trophies. Size affects your RAM, and your CHASSIS. Threshold is how many hits a car can take before the engine is affected. Trophies is how scary you look like, and that's it.


By the way, has some anon had an idea on how the tiers of the sub-skills progress? I'm thinking that the Fixer starts out by making tiny repairs on the car and making rather shite weaponry, then starts to be able to make crucial parts of the Ride and making rather decent weapons and even guns, then turning into a guy that can modify the car into having crude superchargers, and making some sweet explosive spears.
>>
>>40067254
>>40067263
muh jackiechan boogeyman
>>
>>40065344

The People Eater was Slaaneshi as fuuuuuuuuck. How do you think you get feet like that? It's not disease, it's gout, and that often comes from eating too much meat and drinking too much alcohol to a COMICAL level. Did you not see his nipple clamps? Immortan Joe and his Boyz were Khorne as FUCK, too. Valhalla? WITNESS? Warrior brotherhood?
>>
>>40067238
I've got it >>40067275 , but your ideas are good too. A Rammer has good CHASSIS and RAM, but rather weak engines so less speed. A Raider has a machine gun, and is really fast, but has no armor to take hits.

>>40067237
I meant that every time you roll for MADNESS, the chances of you dying bump up. At high enough MADNESS, you will die.
>>
>>40066709
>CGI is bullshit
Fuck off. Hating CGI is retardation, I love practical effects but there is nothing wrong with fucking CGI itself, just overuse of it by the fucking industry.
>>
>>40067309
And of course a War Rig is a monster of its own making. A god damn road dragon.
>>
>>40066121
I don't think they were blowing water into the engine, I'm pretty sure that was fuel, which was why it overheated.
>>
>>40067351
I thought it was coolant or something like coolant, to keep the engines from overheating so they could push the engines harder.

Could be wrong. I'm not much of a car guy.
>>
>>40067309
Practically, the force of rammimg = size x speed. Low speed for ramming doesn't really make sense.
>>
>>40067342
A War Rig is special. Not all players might even see one in a session. But if they have it, well, let's just say everything goes better for them.

So vehicles have four stats: SIZE, CLASS, CHASSIS, and ENGINE.
>>
>>40067382
I think chassis and size are redundant. Chassis would determine potentially size to begin with.
>>
>>40065036
>man-children
The actual man-children were to busy slinging shit because a female deuteragonist automatically means it's feminist propaganda.
And for some reason that's such a massively bad thing they had to drag the newspapers into it.

As you are doing no such thing, I can only conclude you are not actually a man-child.
>>
>>40067381
There are four sizes. One is for the little bikes. Two is for the standard cars. Three is for the big rigs. And four is the real humongous stuff. Speed should be like from 10 to 30, just to be fair. Good call, anon.
>>
>>40067317
It's like that quote from George Lucas about how you should use special effects to tell a story and not just use special effects as an end itself
>>
>>40067361
NO!!! Why the FUCK would anyone blow water into the carburrettor? That would ruin the engine entierly.
>>
>>40067396
True, but CHASSIS is used to determine how tough a car is. Maybe SIZE and CHASSIS can be rolled into one? I want to keep this game as minimal as possible.
>>
>>40065534
>>40065621
I wish the movie had been more like this...
>>
>>40067413
Like I said, not a car guy.
>>
>>40067434
The clue is in Nux and Max coughing like shit when doing it
>>
>>40067424
I think combing them into one is a good idea, with size also determining potential toughness. Which is more durable, a volkswagon beetle or a Peterbilt truck?
>>
>>40067441
Well they were going at such high speeds a bit of dust and water is bound to go down the wrong pipe.

Either way I stand corrected.
>>
>>40067447
Good point. What should be the name of the stat? SIZE is boring.
>>
>>40067470
CHASSIS
>>
>>40067473
It also keeps the three Stat thing.

Character
KILL/DRIVE/SURVIVE

Car
CLASS/ENGINE/CHASSIS

With various optimizations and stuff.

Essentially turns the car into a psuedo-character of its own.
>>
>>40067473
>>40067485
OK. That's good enough. Now let's shift the topic into high gear. How would you fluff the levels of the subskills?

The Fighter (Brawler)

>1st Level
You're a step above the common warboy, being capable of fighting a little harder on a moving vehicle while maintaining your balance.

>2nd Level
You have some experience in battle, coming up with a trick or two to knock off any warboy off a vehicle and take control of the car.

>3rd Level
Experience has served you well. Fighting on top of cars are as normal as fetching water from the nearby well.

>4th Level
Tales are spoken of you in camps, spreading half-truths and whole lies.

>5th Level
You are legendary, worthy to walk to the gates of Valhalla. Even the Death Nobles speak of you in hushed tones.
>>
>>40067532
I think you're jumping the gun on fluff.

A conversation still needs to be had covering things like skill interaction with stats and dice rolls. A bit more crunch work.
>>
I think what 'PSYCHO' should do is drop one of you Stats (K/D/S) down to zero. So you roll to see which stat essentially becomes worthless to you, putting up your chance of dying without being an auto-kill.
>>
>>40065083
WITNESS ME
>>
>>40067532
How would you anons like car combat? I'm planning on something like Apocalypse World: Have moves a party can do on his turn.

>Outrun - The player decides to outrun any chasing vehicles. Roll d10+DRIVE+(ENGINE/2, round down).
>Peril: On a failed opposed test, the chasing vehicles catch up.

>Shoot - Any player with any ranged weapon may attempt to fire at a moving vehicle or any person which they can see. Roll d10+KILL+SKILL
>Peril: You fail, and you are in clear sight to be fired at.

>Chase - You decide to chase a particular vehicle. Roll d10+DRIVE+(ENGINE/2, round down).
>Peril: You fail to keep up.

I for one, think this is good.
>>
>>40067597
Yeah. How about d10+Stat when doing anything? I want car chases to be fast, since I think >>40067675 might be too slow to capture the Mad Max feel.
>>
>>40067675
That sounds really good. Very simple, but with some flexibility. Of course, passengers will factor into how many shots you'd get in a shoot action, and add passive abilities to chase and outrun as well.
>>
>>40067686
I don't think its particularly slow. You're just rolling a D10 and adding a known number then comparing to another number. Seems pretty cut and dry.

Wouldn't take you a minute.
>>
Car Lesbians.

There are two stats: Car and Lesbian. All action takes place via high-speed car chases, tense make-out sessions, or both at once.
>>
Have a Max.
>>
>>40067701
Oh. Then it should be alright.
>>
>>40067705
Car Lesbians is and always has been dumb fluff that no one actually plays but always bring up in threads like these.
>>
>>40067692
You know, you're right. I still haven't thought about that. Maybe you'd have an amount of ammo on you, and every time you do a Shoot action, a certain amount is removed. Like when you fire a TP-5, you subtract 4 ammo from the stack?
>>
>>40067162
But hey! This way movies cost enoughto warrant the 45min commercial blocks before them. Also, the trailer to the movie looked like themost generic shit ever, not evn gonna bother checking it out.
>>
We still need to touch up on the crunch on our Mad Max homebrew. So, how does skills affect the character? I'm thinking that they should only give bonuses only on certain situations, or change the kind of dice rolled. Maybe from 1d10 to 2d6?
>>
Just taking a dinner break. Will be back to spitball crunch in a sec.
>>
>>40067786
Godspeed, anon. Immortan help us all.
>>
>>40066665
>>40066838
The old women did their own stunts too. Hang on while I search for the source.
>>
>>40067827
All right, here it is:
http://www.madmaxuniverse.com/the-old-ladies-of-fury-road-did-their-own-stunts/

>The 78-year-old Jaffer says she and the other actresses did their own stunts. "And I got feeling from a lot of the crew members that they didn't think it was right women of my age to be doing that sort of thing. You know, sometimes they'd come up and say, oh, he shouldn't ask you to do that. And I would say why? And they'd say, well, because you're an older woman. I did it, and I have to say, I enjoyed every minute of it."

>Jaffer says it was a box office risk for Miller to cast older women to play such ferocious characters. But she says she jumped at the opportunity. "The roles that one is offered at this age, quite frankly, you're either in a nursing home, you're in a hospital bed dying, you're suffering from dementia, or in fact, in two cases, I was offered two characters who'd actually died and come back to life," she says. "So when this role came along, I thought well, I won't get another chance like this before I die, and that's why I took it. It was absolutely wonderful. Wonderful role."
>>
>>40067831
Whoah. She's a pretty cool actress.
>>
>>40067773
I'll flat out say I don't like multiple kinds of dice in a game, but that's just me. I think skill should add to the number of d10 rolled instead. Effectively meaning a rank 3 brawler will rarely suffer a critical failure. To get a crit failure at higher skills you have to roll 1 on each dice. So rank three means rolling three 1s at the same time. Not very likely. It also makes critical success easier, since you only need one ten. Essentially, these is showing how competent the players have become. By the time they're rank five they are nearly effortless in their abilities and only fail on a miraculously bad run of luck.

As a result, gaining ranks in skills shouldn't be particularly common or easy, and becomes harder and harder each time to rank up. Getting to two is difficult, getting to three is hard. Four and your the biggest bad ass likely around. Five and you're World Wrestling Champion, fuck the Undertaker.

Or not. It's up for debate.
>>
Call me a pleb, but I really liked the bikes in Fury Road the most.
>>
>>40067895
I agree. Getting better at skills should be slow and tedious, but rewarding. A player's stats shouldn't improve, but his equipment and skills should. Unless that plain sucks.
>>
>>40067916
No, I can dig that. Seems like an interesting way to do it.
>>
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>>40065436
You had me at "chainsaw arms".
>>
>>40064853
Its Digganob. If you wanted to recreate this movie just run diggas gangs.
>bonus diggas is a term for Australian warriors.
>>
>>40065436

It's worth noting that Action Scenes 2 and 3 are basically one scene and are about fifteen minutes long together. Scenes 4, 5 and 6 are also almost one contiguous action scene.

It's a brutal film, man. I can't recommend it enough.
>>
Every time I hop on /tg/, I know there'll be another one of these threads. They're all exactly the same and yesterday we had three up at a time.

Not that I mind. Everyone that sees the movie is gonna wanna go on /tg/ and make the thread if it isn't there already. Even I did it.
>>
>>40067919
Okay, but I might botch it. Crossed fingers, man. So, how should skills be handled? I'm thinking that instead of having a pool of points that is distributed by the player, he instead chooses a skill to be his major Specialty, gaining two ranks in it, and a minor Specialty, gaining one rank in it. Everything else has to worked for. I'm still fucked on what name should they be. Maybe major Specialty is replaced by Trade, and minor Specialty is Trick?
>>
>>40067831
I always think this when I see an elderly actor in such a role. All I can think of when they get the script is "Oh for fuck's sake. I have to have dementia again?"
>>
>>40067945
Basically the same as when Dredd came out and everyone was making Judge Dredd/Arbites threads. A good movie always gets you fired up to get shit done.
>>
>>40067948
>I'm thinking that instead of having a pool of points that is distributed by the player, he instead chooses a skill to be his major Specialty, gaining two ranks in it, and a minor Specialty, gaining one rank in it.
I like the major specialty thing, giving them a free second rank, but I think every character (meaning player character) bar some kind of disability like no legs should start with rank 1 in every ability. Every one knows the basics of surviving in this landscape. It's just a question of competence.
>>
>>40067959
I think that would be nice, but I think that idea could be abused. Maybe if the handicap really feels debilitating it could work?
>>
>>40067905
Absolutely nothing wrong with that.
>>
>>40067976
Maybe instead of having a rank in all skills, have a rank in only three?
>>
>>40068024
Yeah, that's a good compromise. Three one rank skills and one rank two. Gives it some good flex.
>>
>>40068037
Okay. So now we have that covered. What should the functions of each skill be? I'm a bit confused on the Fixer, since it doesn't have much of use. I was thinking a while ago that maybe they can create weapons? Maybe in the start they just create shitty explosive spears, but later on they start to make bretty good guns and half-decent ammo? Give me ideas, man.
>>
Rolled 1, 1, 1 + 23 = 26 (3d10 + 23)

War Boy attacks Max with a knife on the top of a speeding interceptor. Max is armed with a wrench.

Max attacks with Fighter (brawler3)

Max has a higher 'SURVIVE'. Max gains initiative.

Max rolls 3d10+KILL(23)
>>
Rolled 10, 9 + 15 = 34 (2d10 + 15)

>>40068075
Max critical fails. He loses initiative and his wrench, he is unable to defend himself and takes a minor injury as he slips and hits the hood of the car, nearly falling off.

Max is prone.

War Boy attacks with his knife.

War Boy is fighter (brawler 2)

War Boy rolls 2d10+15.
>>
>>40068075
I like the part where SURVIVE is used to determine initiative, but skills aren't supposed to increase the amount of dice you need. They provide bonuses, alter some moves, and make new ones.
>>
Rolled 5 + 27 (1d10 + 27)

>>40068088
The War Boy plunges his knife into Max's shoulder, dealing a major wound. Max makes a 'SURVIVE' roll to keep from flying off the hood of his car.

1d10+27
>>
>>40068088
This, I like. Maybe knocking people down can be important in a fight?
>>
>>40068101
I'm just playing around with the concept we talked about here:>>40067895

We definitely need a way to mark injuries. Either HP or something else.

>>40068102
Max regains his footing. Max pulls the knife from his shoulder to use as a weapon.
>>
>>40068117
Yeah, definitely. I'd say that would be the chief point of physical hand to hand action. Trying to knock the other guy off the car. Depending on the speed, they turn into roadkill when they hit the dirt (rolling for that would be fun and gruesome)
>>
Any ideas for injuries?

I'm tempted to just rip off Dark Heresy/WHFRP 2ed.
>>
>>40067263
>>40067254
And so? Let them do what they enjoy.
>>
>>40068119
Well, a character can sustain a good amount of wounds. A vanilla character with a thin jacket can only sustain two Major injuries, and 5 Minor injuries. A character that manages to get some armor on him gets to survive an extra Major injury. If you have a bulletproof jacket, you can take two Major injuries from a gun, and can resist 2 more Minor injuries. SURVIVE is only rolled when you're in a life-threatening situation and need to escape.
>>
>>40068124

>Splat table in the style of DH's critical table

by the way, it was weird seeing Nux' buddy get back up and chase them after taking a fall like that. i thought he got done for sure.
>>
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>>40064915
>Does anyone have any Gorkamorka?
>>
>>40068176
I wouldn't like that. Taking something from another system is good, but it's better to make it ourselves. I'm still pushing with my idea >>40068165 .
>>
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>>40066714
> make thread about atomic highway
> 2 responses, dies overnight
> wake up to huge mad max thread
>>
>>40068165
I guess you could have particular traits that could increase/decrease the amount of starting injuries a character can tolerate, to keep it being too cut and paste.

Like say you roll on the Mutation Table and get 'Hide Like Leather'. That'll earn you a couple extra minor injuries. Or 'Frail Bones' would drop them down by one point.

Or they take a trait like 'Tough Bastard' which is not quite as good as a lucky mutation, but puts your wounds up by one or something.

Idea: Successful critical strikes would mean the attack inflicts a Major Injury. While other attacks would just be 'minor'. But once minor injuries are burned through, the character starts taking 'major' injuries instead.
>>
>>40068210
That can work. My idea was minor injuries were something you can shrug off; a slash, or being grazed by a bullet on the side of your head. Major injuries are something that takes time for you to heal; being shot, losing an arm, being stabbed.
>>
>>40064853

Nope. It is far more interesting than an Ork movie would be.
>>
>>40068234
>losing an arm
I think amputation would be strictly a 'You've lost all your major and minor wounds and in a turn you're dead, but your mate Biter is nearby and uses his turn to successfully roll a medical SURVIVE check to keep you from bleeding out' kind of thing. Then you'll take a certain amount of 'Down Time' to recover back to being functional.

Gives players a slim shot to survive and marks their character from the event without being too immersion breaking.
>>
>>40068185
>>
>>
>>40064853
Thunder Road.

It's literally "Not Mad Max: The Board Game", and has been around for ages.

It's pretty fun, too. I've been toying with the idea of mimicking it for a game of Battletech, since staggered squares and Hexes use the exact same movement concept.
>>
>>40068257
That works. So we now have covered a good mileage in health and skills in such a short time. Should we move on to weapons?
>>
>>40068069
Fixers can create weapons, tools etc and can also sabotage with explosives and all that.

If your tires get shot out or fall off, you're fucked if you don't have a fixer.
>>
>>40068278
Sure.

I picture it broadly like this:

Guns: Rifles/Pistols/Shotguns
Bows: xbow/bow
Melee: Blades/Bashers/Lances
Explosives: thrown/set (meaning the difference between a grenade and a time bomb)
Unarmed: trained/untrained

But I'm fine with cutting it down to something smaller or making it broader.
>>
>>40068309
I forgot the most important one.

'Boomerang'

Like that little feral kid in Road Warrior.
>>
>>40068309

weapon quality matter at all?
>>
>>40068285
>>40068309
OK. That's cleared. Now let's focus onto weapons. Instead of having a reload action, you have a certain number of ammo and clips or magazine. You don't need to reload at all as long as you have clips/magazines, but when all those are empty, you have to spend two turns loading ammo into the mags. Picture it like this

Max has 60 spare rounds of ammunition, and two magazines for his rifle. When he uses up the magazines, he has to spend two turns loading a magazine in.

Revolvers are a special case. Every time they turn empty, you spend a full turn reloading that baby. If you have a speedloader, just keep on firing.

>>40068330
I don't think so. I mean, most weapons in Mad Max still work after years.
>>
>>40068318
Explosive boomerangs, plz.
>>
>>40068330
Yeah, but let's not get crazy. Just make it 'crude', 'normal', and 'high'.

So for blades a broken bottle or road spike would count as 'crude', a combat knife would be 'normal' and a properly forged longsword or nicely crafted gear-axe (something like that) would be 'high'.

The difference is in armour penetration. A broken bottle will do little against even a proper leather jacket, but a good axe or sword would carve through it.
>>
>>40068345
How do we determine firearm failure? Say... your shotgun doesn't discharge and you have to use your social skills to bluff some half-dressed pregnant ladies into cutting off your chain with their bolt cutters.
>>
What should we call this system? My vote is for Mad Murderhobos.
>>
>>40068362
Maximum Madness
>>
>>40068345
>I don't think so. I mean, most weapons in Mad Max still work after years.
I think quality ratings would help maintain that scavenger world feel. Even if it isn't a major focus on the films.

>>40068362
KILL-DRIVE-SURVIVE

Nice and to the point.
>>
>>40068362
Angry Maximillian
>>
>>40065424
>Need to think about bikes and gyrocopters too though. Also fuel exhaustion. Gas is numero uno survival necessity.

I disagree - worrying about gasoline is directly counter to the film's aesthetic. Nobody gave a single fuck about gas during the entire film. People DID give a fuck about the content of the truck, which happened to be gas, but it could have been anything. Pure mcguffin. Having a "fuel exhaustion" mechanism might make your game realistic but it will prevent your game from being Fury Road.
>>
>>40068360
I think that if you don't clean your weapon, the GM rolls if it jams or fails. >>40068358 would fit in. Crude weapons would require more maintenance to work, lest they break down or jam. Well-crafted weapons need to be cleaned only once a month.

>>40068362
Fuck that. We'll call it the Eternal Road, or the Furious Chase. Or just plain Mad Max.
>>
>>40068376
>Nobody gave a single fuck about gas during the entire film
The Gyro Captain and Max nearly killed each other over gas at the start, and gas runs even in the Citadel to an allied refinery required an entire armed escort commanded by Immortan Joe's best general.
>>
>>40066022
>You don't want players grumbling because they didn't want to be a mutant. A 30 percent chance at least feels like fair odds for a roll.

Man they can fucking deal, it's part of the game. That's like complaining a game of Warhammer is featuring blunt implements used to do battle. You don't want to be a mutant? Congratulations neither does anybody else but we all are except the rare few who are born Perfect in Every Way.
>>
>>40068362

FURY
>>
>>40068369
Good point. Maybe weapons can work well to a point until they need to be cleaned. And that requires a cleaning kit, so a party has to scavenge for that shit.

So what do you anons think are the name? Endless Fury? Mad Drive? Fury Road?
>>
>>40066306

"Make it an option" is terrible design. I recognize that sometimes, "make it an option" is the only way to proceed but it is a mistake to try to make two games at once. Super-detailed car engineering belongs in the same game as the Fuel Exhaustion mechanic - it might get you a good game but it won't get you Fury Road.
>>
>>40068426

suggest the DM award extra for good role-playing and good /o/-talk.
>>
>>40068367
I like this best.
>>
>>40068444
Agreed.
>>
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>>40067402
Feminists describing it as propaganda is what made people assume that it was propaganda.

And it is, to a degree. But it's so ham-handed and vanilla that it couldn't upset anyone but /pol/ really, vagina monologues nut job or not.
>>
>>40068372
Irate Irwin
Perturbed Peter
Disgruntled Dan
Cranky Craig
Livid Lee
Huffy Hubert
>>
>>40068367
This can work. Maximum Madness - The game where everything's gone mad!
>>
>>40068426
>Super-detailed car engineering belongs in the same game as the Fuel Exhaustion mechanic - it might get you a good game but it won't get you Fury Road.

It gives players the option to build their own ride, making them more invested in the car. It might not give you just Fury Road, but it does give you Mad Max.

Max and Goose pretty much orgasm over the Interceptor in the first film because of how tricked out it is. 'Bribing Max with candy' is the way Fifi refers to it. The many weird ways cars have been tricked out is one of the key draws of the franchise, and I want people to have the ability to trick out and design their own post apocalyptic crazy road machine.

I'd also like to make a good Mad Max game, not just a way to run a 'Fury Road' campaign.

>>40068444
>>40068451
Not a huge fan. I still prefer my own one: Kill-Drive-Survive. Because it gets to the point and their the base mechanics of the game.
>>
>>40064853

>"Orks: The Movie"
>Not "Gorkamorka: The Movie"

OP confirmed for a newfag.
>>
>>40068465
> their

they're

bugger.
>>
>>40068465
Good point, but that can wait for another time. Maximum Madness sounds better too, but KILL-DRIVE-SURVIVE can be it's unofficial name.
>>
>>40068482
Well either way I'm not going to kick up a fuss over the name. Personally I still think its too early to go with anything.
>>
>>40067263

And still he walks and still performs stunts.

>Shit Jackie! are you ok??
>Jackie always ok!
>>
>>40068454
>strong female characters make it a feminist movie
Jesus fucking shitsnacks. Both sides here are retarded.
>>
>>40067351
>I don't think they were blowing water into the engine, I'm pretty sure that was fuel, which was why it overheated.

Not fuel - oxidizer. I cannot immediately think of any liquid oxidizer you could safely use like Nux did but then, I don't exactly suffer from the impression anybody gave a fuck about "safe."
>>
>>40068454
>And it is, to a degree

The start of the movie had an angry old feminist too busy lecturing to actually shoot Immortan Joe despite the fact that he was walking directly at her through a cramped tunnel where he couldn't dodge.

Furiosa saw a society where privileged white oppressed the shit out of poor non-whites, and her plan was to grab some pretty white girls and run away to a safe space.

The Green Place, home of the insular and man-wary Vulvalini Amazons, turned out to be a highly toxic environment and was ultimately unsustainable.

If this is a movie about feminism, it doesn't have anything nice to say.
>>
>>40068490
I agree. We anons still haven't agreed on combat rules, and car chases are still not crunched. I should work on that. With your help, we can get shit done again.
>>
>>40068502
Don't look at me, I'm not the retard who thinks that men have to be tricked into liking a woman who isn't a rape slave.
>>
>>40067381
>Practically, the force of rammimg = size x speed. Low speed for ramming doesn't really make sense.

Ah, but you don't care about the force, you care about the damage - to him AND to you. Better to be big and slow than small and fast, because the target suffers your SIZE x speed and you suffer the targets size x speed.
>>
>>40068502
>>40068515
We don't want feminism to come here again. Don't try to feed the flames.
>>
>>40068524
Unless the small and fast guys launch raiders onto your rig and take it over instead. And good luck ploughing into anything if its too fast and zippy to hit.
>>
>>40067831
>The 78-year-old Jaffer says she and the other actresses did their own

Reminds me of Vicotria / Helen Mirren in RED - not that she's as old, but the same feeling (Except obviously HM would never be portrayed as old and busted. These women were shown all old and busted and yet they fucking gave it all. I love this god damn movie.)
>>
Should we make rules for the guys on poles and similar or should we leave it vague and have a stat for jury rigging things and leave it up to the GM?
>>
>>40068367
>>40068444
>>40068465


I suggested it because it's a way of saying it's a Mad Max game without explicitly using the title. Of course, we could always do something like Kill-Drive-Survive: Maximum Madness.
>>40068454
It's not really equality if everyone has to drop what they're doing and PRAISE THE SUN because a movie got a good balance of female and male action.
>>
>>40068559
We still need to get more of the broad baseline crunch down before getting into specialists like the Polecats.

(though after a read over of the skills/abilities, as characters they've got ability: stunt 3 or something like that)
>>
>>40068559
Do the main shit first, and then poles can be put on as a "boarding tool" (IE planks, rope ladders, grappling hooks) with their own rules.

Oh wow. Someone with a high throwing skill could totally grapple a car and then someone athletic could crawl the rope and mount the other vehicle...
>>
>>40068358

I would use different categories: Normal and Old World Relic. A knife from back when they knew how to make real steel? A rifle that shoots straight across a thousand yards? These are precious wonders. Any bullshit can be flicked into a weapon, but only preserved relics from the wonder-forges of yesteryear, are Old World Relics. And if they break, you can remake them, sure, but now they're just weapons. I probably wouldn't use up rules complexity in dividing normal weapons into "OK" and "shit tier" because they're all gonna look the same anyway.
>>
>>40068393

But they could have nearly killed each other over anything - could have been Pure Water, bottled before the radiation clouds covered the lakes. What actually matters is how the game plays, and the game will not play like Fury Road if the players worry about Fuel Exhaustion.
>>
>>40068515
There are multiple forms of feminism. Has it ever occurred to you that older feminists might dislike modern ones?
>>
>>40068587
Just give weapons like that a special rule (Relic of the Old World etc) with a flat bonus to either reliability and aim (in the case of guns) or penetration etc in the case of melee weapons. If the weapon has to be fixed/put back together/reforged, it loses the rule. It makes them valuable and used in situations they are needed.
>>
>>40068569
No one has a problem with female action heroes. This is seriously a non-issue. The lack of such characters is driven by Hollywood financial conservatism.
>>
>>40068602
Jerry cans. One of the fixer's jobs can be mid-battle refueling.
>>
>>40068609
Shh. If we start this, we'll never get our Mad Max game.
>>
>>40068393
One of the big players runs a town that has an oil well and refinery. Fuel isn't as big a problem anymore.
>>
>>40068602
You're being pedantic about not being pedantic. The point is that resources are precious and hard fought over. Fuel, water, wombs. These things have extreme value in the world and it should be reflected that way in the game. They have to be important to the characters to reflect the motivations of the films, and some kind of fuel and resource exhaustion is the best way to get even the most min-maxing of players to care.

>>40068633
Immortan Joe had to send an armed convoy just drive down the road to get fuel or transport water. It's accurate to say fuel isn't a concern for Immortan Joe. Not any and everyone in the Wasteland.
>>
Rolled 7 + 3 (1d10 + 3)

Okay, so anons, I've worked up a rough draft on combat with help from >>40068075
>>40068088

1. Determine who has initiative. The PC with the highest initiative goes first, then the PC after him, and so on.
2. On a players turn he must describe what he is going to do, and the GM let him roll for it, if possible.
3. The GM rolls the appropriate stat, trying to beat the player's result.
4. Compare scores. Whomever has the higher one wins.
5. The GM tells the result of his action.

Example:

Mad Max is on a War Rig, and sees a small Raider attempt to board the truck. He has a double-barreled shotgun and gets a +3 to any short range shooting. Since the raider is in clear sight and closing, he gets that bonus.

Roll 1d10+3+His KILL (27)
>>
Rolled 9 + 30 (1d10 + 30)

>>40068663
The warboys attempt to swerve off, hoping that the bullets glance off them.

Roll 1d10+DRIVE (30)
>>
>>40068647
>You're being pedantic about not being pedantic. The point is that resources are precious and hard fought over. Fuel, water, wombs. These things have extreme value in the world and it should be reflected that way in the game. They have to be important to the characters to reflect the motivations of the films, and some kind of fuel and resource exhaustion is the best way to get even the most min-maxing of players to care.

It will get the most min-maxing player to drive slow and not waste fuel is what it'll get.

I am super fine with a fuel-poor aesthetic, but fuel-poor RULES will ruin the action.
>>
>>40068683
>It will get the most min-maxing player to drive slow and not waste fuel is what it'll get.
And then they'll die when the screaming maniac smashes right into them, killing everyone on board. The players will learn when to be careful and when to motor as fast as they can.
>>
The war boy was the best character in the movie

>when his chain gets caught and he loses his boss' pistol
>>
>>40068675
Mad Max fails to get a shot through, losing by a total of four. The Warboys got lucky and swerved at the right time.

>>40068663
Fogot to mention that the player with the highest SURVIVE gets the initiative.
>>
okay, you know how they had Nux and Max climb out on the engine and spit fuel into it? why not, instead of bogging this down with fuel consumption rules, you can scavenge enemy vehicles for bonus gas tokens (or whatever) that give you a speed boost?
>>
>>40068701
Again, I'm not just interested in just making a Fury Road game. I want a Mad Max game. Something that can be both the game about racing down the highway not giving a shit because your boss has an oil refinery so its easy to get resupplied -and- a game where you'll shiv a stranger for the gas in his tank because you're all alone in the world and its every man for itself. Depending on the set up for the campaign.
>>
>>40068683
>>40068701
Please contain yourselves. We're trying to get shit done here.
>>
>>40068647
everyone involved in the big long car chases was in a vehicle recently resupplied by immortan joe, the People eater or the bullet farmer. Not worrying about fuel so much isn't an issue.
>>
>>40068609
>Has it ever occurred to you that European feminists might dislike American/Tumblr ones?

Americans always ruin everything.
>>
>>40068741
Just like protestantism.
>>
>>40068741
What's wrong? You can't handle the freedom?
>>
>>40068719
I think that the survive should be a modifier to your roll. It would make it deadlier if you can't just have your guy with the highest SURVIVE always go first and shoot their machine gunner in the mouth.
>>
>>40068731
>Please contain yourselves. We're trying to get shit done here.

Sorry
>>
>>40068748
And nothing of value was lost.
>>
>>40068759
>inb4 butthurt heretics
>>
Sanity mechanic?
>>
>>40068752
That's a good idea.
>>
>>40068759
>i want my religion to be a power tool for some old fart
>>
>>40068730
Look, if you want to make a realistic depiction of Mad Max, we can get back on that later. There's variants, you know.

So anons, how much damage should a gun give? Specifically a crude pistol? I'm thinking of three points of Minor Injury.
>>
>>40068767
What die should that be? d20 would give more variation but still give someone with a high SURVIVE an advantage.
>>
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>>40068772
>this is what protestants actually believe
>>
>>40068741
Say the folks responsible for both world wars, Africa, the middle-east, India, China, and central/south America.
>>
>>40068766
MAD, which is both a sanity mechanic and a dice pool. Was heavily discussed up thread.

Essentially you invoke MAD when you want to do something MAD. It gives you a bonus die for the attempt, but puts up your MADNESS. When your MADNESS gets too high (whatever that might be) you lose the use of one key stat (KILL/DRIVE/SURVIVE) at random until you can find a way to recover.

>>40068782
I'd like to keep it d10, but if that variance is too low, a d20 or 2d10 is a reasonable compromise.
>>
>>40068780
Should damage be by caliber, or is that too complicated?
>>
>>40068805
Just by generalized size I think.
>>
>>40068822
size of the gun? like rifle, pistol, machine gun?
>>
>>40068805
Just by category, to keep it simple.
>>
>>40068800
We should run some more tests I think.

Captcha, cake is not ice cream.
>>
>>40068828
Yeah, just for now. Different weapons within those categories will do different damage as well, and have different stats for maintenance and such. But we'll go into that later.
>>
>>40068752
That is the idea, anon. Every time your life is on the line, roll with SURVIVE.

>>40068800
Its MADNESS, but MAD will suffice. Its pretty useful, but at a price. Like if the players need to clear out a machine-gun nest, you can just roll up MADNESS to rush up to the entrance and KILL everything in it.

>>40068782
d20 is bad. Maybe just 2d10. But I'm not sure how to mesh that with the Stuntman skill tree.
>>
>>40068766
I don't think that a sanity system would put the emphasis on the right concept.

A sanity system implies you have to remain sane, which fits perfectly into a cosmic horror story.

But for a post-apocalyptic story, you want a MADNESS system. It implies that going "mad" is inevitable, favorable or even required for survival.

With this concept at the core of your "sanity" mechanic, you don't have a "sane >< insane" spectrum, but instead you can focus on making a branching tree of "madness" paths.

This way madness becomes almost like the mutations from the 40k RPG's.

One character might end up megalomaniac, another might become a suicidal kamikaze deathseeker. Someone might become an egoistic survivalist. You might end up with someone pretending to be a historical figure, almost like a "class". You get the idea.
>>
>>40068848
>stuntman
Have we decided to go with a classless system and just have skill trees?
>>
>>40068805
Too boring. If its big and loud, then it certainly will be deadlier than the plinking gun given to the young war boy sitting over there. The big guns will make two wounds of Major Injury, and more if its full-auto.
>>
Rolled 10, 8 + 23 = 41 (2d10 + 23)

Max is shooting at a Toecutter biker. He has a scoped rifle. Max has Fighter (firearms 2)

The Toecutter is wearing a Leather Jacket (defense against meelee) and has a pistol. He's currently unaware of Max and standing next to his ride. The Toecutter has a basic SURVIVE of 15. He is being targeted unaware, so is given no ability to fight for initiative or modify his survive.

Max rolls 2d10+KILL(23)
>>
Rolled 2, 4 + 27 = 33 (2d20 + 27)

>>40068882
Max hits the Toecutter biker for a critical and minor injury.

The Toecutter is bleeding and has six minor injuries and 1 major injury left. He draws his pistol and gets on his bike.

Initiative.

Max rolls 2d10+SURVIVE (27)
Toecutter rolls 2d10+SURVIVE (15)

> rolling for Max
>>
should we make a 1d4chan page?
>>
Rolled 1, 3 + 15 = 19 (2d10 + 15)

>>40068904
Rolling for Toecutter biker.
>>
Rolled 2, 4 + 23 = 29 (2d10 + 23)

>>40068912
>>40068904
Max wins initiative and takes another shot at the biker.

2d10+KILL (23)
>>
>>40068875
Yes. We decided that would be more interesting and lead to more open paths rather than use a class system.

The problems with Stuntman are several. Does a unit just add an extra d10, or is it overpowered? Does it merely add a bonus? I'm not too knowledgeable with RPG's, so I'm experimenting here.

>>40068904
Criticals only happen at a 10.
>>
>>40068911
Probably.
>>
Rolled 10 + 15 (1d10 + 15)

>>40068926
Max can't get a solid hit on the biker but scores a minor wound. Putting the biker at five minor injuries.

The biker drives at Max, firing his pistol. The biker has fighter (firearms 1). He has a flat KILL of 15.

1d10+KILL (15)

Max has SURVIVE (27) and is AWARE. He makes a dodge roll (stunt 1)

1d10+SURVIVE

> rolling for biker
>>
>>40068772
I guess religion probably isn't for you, then.
>>
>>40068947
I like your ideas, anon. So, PC's can only roll with SURVIVE if they know they're gonna be fucked.
>>
>>40068876
Have, say, 'small, normal, large.' Small world be easier to hide, cheaper, with more plentiful ammo at lower prices. Normal is just average. Big guns are harder to use, with expensive prices, but deadly with intimidation bonuses.
>>
>>40068947

I am starting to see the flaws in what we currently have, but it comes down to numbers and dice.

My quick example of using SURVIVE to counter an attack or as a mark to beat means Max is always safe against a character with 15 KILL unless on a critical with his 27 SURVIVE. Either this is acceptable, or we need to balance the numbers around a d10 roll. (Either over twenty on a stat is extreme, or a d10 adds only a negligible increase to that stat if we accept twenty+ as normal)

We also need to figure out a few basic things. How are hits actually made/what are you rolling against to score a hit, and how exactly are wounds managed if a hit is scored. We have -something- but its nothing solid yet.
>>
>>40068991
We have a stat for vehicle speed, but what about people on foot? Should that be up to a roll, should it be its own stat, or should everyone always have the same speed?
>>
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>>40068309
>don't forget those wrist crossbows.
>>
>>40069020
>foot speed
Nobody walks in Mad Max except in towns, and this isn't the sort of game where anything important happens off the road.
>>
>>40068991
We have a stat for vehicle speed, but what about people on foot? Should we roll for it, have a stat, or should everyone have the same speed? For that matter, are we using a grid map or what?
>>
>>40068991
So I'm thinking of averaging stats lower. The stats of a complete average human would be:

KILL 5
DRIVE 5
SURVIVE 5

This gives a d10 more impact when it comes to damage.

A heroic guy like Max would have:

7 KILL
7 DRIVE
10 SURVIVE

>>40069020
I think it could fall under traits, if someone really wants a fast guy on foot they could get the 'Quick Prick' trait or something. Otherwise everyone is about the same. Since even the fastest bastard on foot is a chump next to a guy on a bike or car, it isn't important enough for a stat in and of itself.
>>
>>40065040
>UNIVERSAL acclaim.

Except on /tv/, but fuck them.
>>
>>40068965
That's interesting. So weapons can be statted rather well: Size, Type and Condition. The run-of-the-mill gun is rather shit, and needs to be cleaned after a few days. Weapons from the Bullet Farmer pay well, and are rather in good condition. The big weapons are special. That rifle you looted from that raider? Its a Mosin-Nagant. Just apply a cleaning kit to it and it works like brand new.

>>40068991
Weapons have base damage. A Giant Revolver will certainly inflict a Major Injury per shot. And there's six. When you want to fire quickly at someone, just roll a d6 for it. That's how many shot's you can fire at somebody. But that's for full-auto guns, and revolvers. A standard person can take two Major Injuries and five Minor Injuries. Someone like Mad Max can withstand five Major Injuries and ten Minor Injuries.
>>
>>40069041
I don't know if stats should be able to max out or not. I'm leaning towards 'not', but they generally don't get higher than about fifteen even among the most extreme mutants.

One thing that should be stressed about this game is that very few people will survive as a lone wolf. Team work is the basis for long term survival.
>>
>>40069041
What about giving 24 points for player to allocate around their stats?
>>
Even as it is, Fury Road has all of the factions you could ever need for a war game.

Warboys, swarm faction with a morale economy. Doof trucks, chroming themselves, the full shebang.
Bullet Farms, gun-totting faction focused less on fancy driving and instead on MORE DAKKA.
Gastown, by far the most stable and reliable vehicles with the least chance of breaking down or suffering critical malfunction.
Many Mothers, focused less on awesome vehicles and instead on powerful characters that do wacky stuff.

Those are just the named ones. Then you have the spike-covered buggies, the canyon bikers, even the stilt crows from the Green Place.
>>
>>40069067
Sounds good. I like that.
>>
>>40065139
Half-dead Warboys suffering from radiation poisoning. Their war parties mostly consist of smaller cars driven my one with a Lancer on the back. He throws explosive tipped spears as the primary weapon. When they die they will go to Valhalla where everything is shiny and chrome.

There's also a gang that seem to have no proper weapons, just cars LITERALLY COVERED IN SPIKES. A couple of them have construction equipment ork-rigged onto the top so they can fuck shit up.
>>
>>40069052
How about special melee (not gun) weapons such as those explosive spears?
>>
>>40069099
Explosive spears aren't really a melee weapon. More a ranged explosive.
>>
>>40069099
If you get hit by that, I think you'll get a Major Injury and three Minor Injuries. But if you can make one with an Increased Charge, three Major Injuries.
>>
>>40069109
I would think that theyes would do more damage to your vehicle than anything else, considering in the movie they pretty much made them explode. Granted, you might die in that firey explosion, but that'a more of an indirect outcome of the spear killing the car.
>>
>>40069067
I'd probably go more like 15 for starting characters. I feel like new characters should be closer to or at average instead of rivalling people like Max straight off.
>>
>>40069154
I liked the idea that stats didn't level, only skills did. 'New' characters shouldn't be level 1 adventurers. They should already have a bevy of survival skills and abilities based on the universe they exist in. Essentially, they should already have a past that has developed them to a degree. It's the rest of the campaign that develops them further.
>>
>>40069180
eh I half agree
I still wouldn't have stats be totally unchangeable.
People do change over time, especially if they put effort into doing so with practice or training and such.
>>
>>40069154
Okay, we should bump that to 18.

>>40069180
That's still the idea we're using. We're trying to find some use for the skills rather than just add an extra dice. Fixers can make weapons but what about fighters? Maybe make full-auto more controlled?
>>
>>40065919
>He needs to see a doctor

He needs to be witnessed.
>>
>>40069234
Yeah, but KILL/DRIVE/SURVIVE are fairly abstracted. More about how far you're willing to go rather than how smart you are or whatever. They aren't representing your literal physical ability like strength or dex in DnD.

>>40069239
I think you're getting a bit caught on things like Fixer and Fighter representing straight classes. Think of them as broad archetypes. Yes, fighting skills are only really good for fighting, but the guy who has rank three in fighting (brawler) also has a rank or two in fixing (guns) or fixing (cars) so he has other uses outside beating on people.

These are just examples, I'm not too caught up on these being the specific skills just illustrating my point.
>>
>>40065923
Someone in another thread looked it up and apparently it's some kind of radiation poisoning, which is why they often needed blood transfusions.
>>
>40069239
Okay. So, about full-auto weapons.

Taking a cue from Gorkamorka, I decided a player can declare before shooting if he wants to fire full-auto. If he does, then he rolls equal to a weapons' full-auto dice. Machine-guns roll 3d6, while assault rifles roll 2d4. The number is how many d6 you will add to your roll.

However, for every two d6 gained in full auto, the target gets a d6 to add to his SURVIVE roll. Its not really the best idea, but I think its better than just giving penalties.

>>40069286
Yeah, but both need to be useful. The Driver is self-explanatory. The Stuntman keeps you alive when things go to shit. The Fighter can probably use more weapons effectively, making full-auto more controllable and deadlier. Maybe they can snipe?

Going to sleep, anons. Keep on with the good work.

bumo
>>
>>40069286
Circumstances can change motivations too.

It just seems really silly and arbitrary to have a system where someone who starts off a bad driver can never ever become good at it.
>>
>>40069327
DRIVE isn't the only thing that determines your ability at driving. It determines how much of a nutcase you are on the road. How much you're willing to gun the engine and take tight turns, how well you keep your cool while screaming nutcases are banging on your window with machetes and little baby heads hanging off their collars. It's not just your ability to drive.

Improving your basic driving skills would be covered under skills, but some people are just naturals on the road and at dealing with that kind of madness. In my mind, that's what DRIVE represents.
>>
>>40069406
This anon got it right.
>>
>>40069325
Meant to reference >>40069239
>>
>>40064853

IMPLYING ROAD WARRIOR ISNT OKS DA MOOVEE
>>
>>40069459
Oh shit. Meant to reference >>40069286
>>
>>40069034
>Car breaks down, what do
>Run to behind that crag formation to hide from the guys chasing you
>>
Can an anon start a .pdf?
>>
>>40069510
Not yet. Too young for now.
>>
>>40069325
Okay I guess I should revise.

I think we should stop referring to characters as things like Stuntmaster/Driver/Fighter/Whatever. I think its a bit inhibiting at the moment.

Sure, a player might set out to 'build' a driver focused character, but they can't just click the 'driver' button. The have to first, preferably sink most of their points into 'DRIVE', THEN PICK ABILITIES.

EXAMPLE:

NUX OF THE WAR BOYS

MAD: 1

KILL 6
DRIVE 8
SURVIVE 7

WOUNDS: 1 major wound, 8 minor wounds

SKILLS: drive (car 2/bike 1) stunt (car 1/bike 0) fight (brawler 1/firearms 1) repair (car 1/firearms0)

TRAITS: SICKLY (-1 major wound) CULTIST (+1 to MAD pool) WARRIOR CASTE (+2 minor wounds)

No where is Nux referred to as any particular archetype of class, but we get a sense of what he's geared towards and what he's best at. Driving and fixing things, with only a bit of fighting ability.
>>
>>40069595
>THEN PICK ABILITIES
I DIDN'T MEAN TO SHOUT.

Just had an itchy trigger finger.

I should probably go to bed soon.
>>
>>40069595
Yeah. Not bad. Though driving should be seperated into runner/killer. Bikes and cars are same to me.
>>
>>40069617
Bump
>>
>>40069617
I'm fine with that.

>>40069626
We're in autosage (past 300 posts) you can't bump it any more.
>>
>>40069639
Sure. You the same anon?
>>
Archived on sup/tg/ for easy access.

I'm going to get some sleep. If a thread isn't up tomorrow I'll start one and post whatever notes I've got.

>>40069684
Yeah. I'm going to hit the hay.
>>
>>40069697
Me too. Wish you good dreams anon.
>>
I like how /tg/ is the only board able to have a conversation about this film without turning into tumblr or /pol/.
>>
How about feng shui 2? I've been only reading through it, so no experience in playing it yet, but it has some solid looking car chase rules that don't get too complicated. The passengers and the driver can all assist in getting away or catching up.



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