Has anybody played/perused?
What did you think?
I just aquired and it appears to be well done and thought out. Book is fun to read and nice art. Very easy to make a character, seems to be a great rules light system!
And a mutant supplement is coming soon! :D
I've got it in PDF form, it is quite awesome. I've not read it all the way through yet however.
Quote from: Silverlion;393703I've got it in PDF form, it is quite awesome. I've not read it all the way through yet however.
Definitely firing on all cylinders! It only took me 5 minutes to chargen. after one read.
How
awesome is that!
man that looks neat. I just can't justify $30 for an RPG book though, and I love print items - hate trying to game with a PDF. :(
Quote from: thedungeondelver;393708man that looks neat. I just can't justify $30 for an RPG book though, and I love print items - hate trying to game with a PDF. :(
I agree. I initialy balked at the price but came back the next day with a bag full o' games that were gathering dust and presto *Atomic Highway*...had a hard time letting go of 'The Morrow Project' but I like the feel of AH better for post apoc. play and AH can model MP with ease without all the crunch.
Yeah, gaming with a PDF is a pain.
Would you posit that AH has stuff built in to run a super-gritty Twilight:2000 game (obviously skipping the Mutants supplement)?
The last time I ran T2k it degenerated into Big Damn Heroes versus Disposable Red Hordes and that's really not what I'm after: I want some grim grittyness, some real end-times feel to the game, sort of Cormack McCarthy's The Road by way of saving private ryan with a touch of Red Dawn thrown in.
Quote from: thedungeondelver;393797Would you posit that AH has stuff built in to run a super-gritty Twilight:2000 game (obviously skipping the Mutants supplement)?.
I'm not sure the mechanics are that gritty. They're solid but I think they lean a bit "heroic." The default rules also have a few mutants in the fluff and mechanics for them. (Called Trogs.)
I think its grittier than some--certainly viable for the Mad Max style settings where the player characters are going to be important and area impacting in the long run.
ODDBALL Question here:
Is it possible that a hardcover or softcover version of Atomic Highway might be available at Gen Con?
I don't buy pdfs - but sometimes I have found POD/softcover versions of things available at Gen Con and ORIGINS that were worth purchasing.
- Ed C.
Quote from: Silverlion;393832I'm not sure the mechanics are that gritty. They're solid but I think they lean a bit "heroic." The default rules also have a few mutants in the fluff and mechanics for them. (Called Trogs.)
I think its grittier than some--certainly viable for the Mad Max style settings where the player characters are going to be important and area impacting in the long run.
It can be very gritty with only a slight amount of house-ruling. The base mechanic is you roll xd6 based on your stat and add a number of points based on your skill to get as many 6's as possible. Natural 6's explode, but you can't spend points on the second roll to make it a 6.
Damage is based on a (weapon value + successes to hit) - armor, so you can dish out some serious damage very, very quickly against.
Healing is done strictly through the Heal check and natural healing. If you wanted to make healing more difficult you can simply modify the skill or apply a penalty to the roll based on how wounded the target is. So you have someone with 4 dice and 4 skill rolling to heal someone who has taken 8 damage (as an example). They lose the 4 skill and have to give up four more points from the rolls. If they roll 6, 6, 4, 1 then they'd be left with only two sixes (which can explode) and would miss out on the third success they would have without the penalty.
You could also eliminate Fortune (luck points, bennies, fate points, etc).
I don't know how gritty it should be, or if there is a specific mechanic that should be matched up with the system, but from our play experiences it is often a very brutal game.
Yeah...sounds neat but not what I'm looking for, ultimately.
Quote from: thedungeondelver;393797Would you posit that AH has stuff built in to run a super-gritty Twilight:2000 game (obviously skipping the Mutants supplement)?
The last time I ran T2k it degenerated into Big Damn Heroes versus Disposable Red Hordes and that's really not what I'm after: I want some grim grittyness, some real end-times feel to the game, sort of Cormack McCarthy's The Road by way of saving private ryan with a touch of Red Dawn thrown in.
Have you checked out The Marrow Project? Sounds exactly what you are looking for.
It seems to me that grittiness etc. is supplied by the style of play and genre conventions used in the game world as opposed to the mechanics of the rule set used as they are all provisional.I think that AH could definitely do what you want just set the proper tone and make sure the players jive with it!
cheeers!
Quote from: skofflox;393853Have you checked out The Marrow Project? Sounds exactly what you are looking for.
It seems to me that grittiness etc. is supplied by the style of play and genre conventions used in the game world as opposed to the mechanics of the rule set used as they are all provisional.I think that AH could definitely do what you want just set the proper tone and make sure the players jive with it!
cheeers!
Morrow Project is one of those things I've been meaning to have a long look at; perhaps I will. I think AH is probably better suited to I ONLY WANT THE GUZZOLINE - I PROMISE YOU SAFE PASSAGE OUT OF THIS WASTELAND! sort of things (not that this and Twilight:2000 are necessarily distinct from one another, but T2k is more of a military kinda game...) anyway, that doesn't mean I'll never look at AH, rest assured.
Quote from: skofflox;393853Have you checked out The Marrow Project?
cheeers!
I'd totally buy that.
Quote from: thedungeondelver;393869Morrow Project is one of those things I've been meaning to have a long look at; perhaps I will. I think AH is probably better suited to I ONLY WANT THE GUZZOLINE - I PROMISE YOU SAFE PASSAGE OUT OF THIS WASTELAND! sort of things (not that this and Twilight:2000 are necessarily distinct from one another, but T2k is more of a military kinda game...) anyway, that doesn't mean I'll never look at AH, rest assured.
A few points about TMP. In its latest version it is a % system with a military type feel to it so lots of gadgets. A chunky damage system and a few things to track such as reloads/ammo, encumberance etc.
The
very basic premise is the characters have come out of some sort of deep freeze to help restore the world.Some group with a ton of cash set up the whole system of bases/personel before the end came and now they must recon and restore order...but who knows what they will really do! various factions challenge this of coarse.
It does have suggestions for some psionic type abilities and has some mutant creatures as potential foes but it does not stress these points merely gives ideas.
WOW,lots of TMP interest...I just traded my copy in with some modules as well. I got mine from Noble Night. I kept the patches with the section symbols though (they did not come with game). Really cool stuff!
An interesting set of novels by Wayland Drew called The Erth ring cycle could be a great source of inspiration. Interesting dynamics between the decendents of the survivors in the wild and those with the slowly failing tech. Awesome read IMO.
Quote from: skofflox;393872A few points about TMP. In its latest version it is a % system with a military type feel to it so lots of gadgets. A chunky damage system and a few things to track such as reloads/ammo, encumberance etc.
The very basic premise is the characters have come out of some sort of deep freeze to help restore the world.Some group with a tone of cash set up the whole system of bases/personel before the end came and now they must recon and resrore order...but who knows what they will really do! various factions challenge this of coarse.
It does have suggestions for some psionic type abilities and has some mutant creatures as potential foes but it does not stress these points merely gives ideas.
Oh I know all about the Morrow Project - how the founder (Morrow) was likely a time traveler who had created the project with the intent of being able to quickly reestablish society after the coming nuclear war, how a terror group had bombed Prime Base and instead of the "Bolt Holes" being brought back on-line 5 years after, it's 150 years after, etc.
The fluff text is
fascinating (probably some of the best postholocaust gaming background I've ever read, it pares nicely to the white knuckle in your face this is now immediacy of T2k and the gonzo might as well be D&D feel that Gamma World offers.
Nice synopsis there...I -sigh- never got to play the system but studied it heavily and yes, great backstory!
I cant recommend the Drew books enough for potential source material, top notch!
Love AH, and I really dislike dice pools. There are a few things I'd tweak myself, but what's new. Ran a running road battle with it, currently running and playing in a couple on-line games as well. It rocks in my view.
About releases, distribution, ask the man Colin himself at the forums http://forums.radioactiveapedesigns.com/ (http://forums.radioactiveapedesigns.com/)
You'll also find play tests, a slew of homebrew stuff, a fair bit for Fallout style, but some zombie stuff, and other apocalyptic visions. Vehicles galore. I gush, maybe see you there.
Quote from: thedungeondelver;393708man that looks neat. I just can't justify $30 for an RPG book though, and I love print items - hate trying to game with a PDF. :(
Must have been a price change. I see that its only 11.95 @ RPGNow. I agree with you about the book thing. But you can have a place like kinkos print one. I've done that with several books I've bought from RPGNow.
I read it recently and I thought it was a well executed and solid product. Anything that furthers the post-apocalyptic genre is a good thing.
But I have to admit I sort of didn't see a justification for it. We have the Redline game. And I think Savage Worlds can pretty much do this out of the box. If you want mutants there is a great fan created Gamma World conversion. I'm not unhappy the game exists I just guess I don't see the need.
Just got it a day ago in fact! Haven't finished reading, but between it and the web enhancements and forum, it seems pretty awesome.
Colin Chapman is the man, and I picked this puppy up right away (well, PDF at least). I just started playing in a PbP game of it over on RPoL. I am enjoying the game so far. I like the mechanics and they seem to work fairly well from what I've seen thus far.
Here's my character:
Name: Kendrew
Player: Drohem
Rearing: Nomad
Pursuit: Outrider
Description: Reddish-blonde hair and goatee, 5'11", 180 lbs, and left-handed.
Background: Kendrew was born into a Nomad clan and grew up on the road and in vehicles of all sorts. As he came of age, he was excited to prove himself a man and member of the group. However, on his first raid he was given a choice to kill a bound and injured captive. He couldn't bring himself to kills a helpless opponent. The leader of the group was not pleased and killed the victim in front of Kendrew. Kendrew attacked the leader. He was overcome by the others. He was beaten, tortured, and left for dead. He was found by Hauler convoy and brought back from the brink of death.
Friend: Marcus the Hauler, the man who saved his life.
Enemy: Roger the Nomad leader, and his Nomad gang, who tortured and left him for dead.
=== ATTRIBUTES ===
Muscle: 3
Understanding: 2
Tenacity: 3
Appeal: 2
Nimbleness: 3
Toughness: 3
Senses: 2
Health: 18
=== SKILLS ===
Athletics: 2
Brawl: 2
Drive: 4
Lore: 1
Melee: 3
Notice: 2
Persuade: 2
Scavenge: 1
Shoot: 4
Stealth: 2
Survive: 3
Tech: 1
Armor: Light (motorcycle leathers, leather gloves; leather boots; helmet)
Weapons: Bludgeon (Vicious, medium, M+4L, melee, 1-hand); Handgun (Medium, 8L, short, 12 cap)
Gear: Electrical Repair Manual, binoculars, a few essential mechanic's tools (puncture repair kit, wrench, etc.)
Dual-Sports Bike
Muscle 1
Nimbleness 4
Toughness 2
Speed 3
Passengers: Driver +1
Health: 30
Customizations: Off-Road Capable, Solid Tires, Vehicle Armor (Light), Increased Toughness, Increased Speed
Flaws: No Cover
Cost: 12
Cool character.
I picked up Atomic Highway in London two weeks ago, and I think it's a real neat and easy system.
Like some of the previous posters I like my post apocalypse a bit less cinematic and more gritty, but I think it is quite easy to tweak in that direction.
Now I hope to be able to run a AH campaign real soon inspired by the Jeremiah comic book series.
Aloha DKC...B!
I concur, cool character there...have any plans to put the pedal down soon?
Aloha DKC...B! :)
Quote from: skofflox;394003Aloha DKC...B! :)
Oi - long time lurker, first time poster :)
Quote from: Drohem;393993Colin Chapman is the man, and I picked this puppy up right away (well, PDF at least). I just started playing in a PbP game of it over on RPoL. I am enjoying the game so far. I like the mechanics and they seem to work fairly well from what I've seen thus far.
Here's my character:
Name: Kendrew
Player: Drohem
Rearing: Nomad
Pursuit: Outrider
Description: Reddish-blonde hair and goatee, 5'11", 180 lbs, and left-handed.
Background: Kendrew was born into a Nomad clan and grew up on the road and in vehicles of all sorts. As he came of age, he was excited to prove himself a man and member of the group. However, on his first raid he was given a choice to kill a bound and injured captive. He couldn't bring himself to kills a helpless opponent. The leader of the group was not pleased and killed the victim in front of Kendrew. Kendrew attacked the leader. He was overcome by the others. He was beaten, tortured, and left for dead. He was found by Hauler convoy and brought back from the brink of death.
Friend: Marcus the Hauler, the man who saved his life.
Enemy: Roger the Nomad leader, and his Nomad gang, who tortured and left him for dead.
=== ATTRIBUTES ===
Muscle: 3
Understanding: 2
Tenacity: 3
Appeal: 2
Nimbleness: 3
Toughness: 3
Senses: 2
Health: 18
=== SKILLS ===
Athletics: 2
Brawl: 2
Drive: 4
Lore: 1
Melee: 3
Notice: 2
Persuade: 2
Scavenge: 1
Shoot: 4
Stealth: 2
Survive: 3
Tech: 1
Armor: Light (motorcycle leathers, leather gloves; leather boots; helmet)
Weapons: Bludgeon (Vicious, medium, M+4L, melee, 1-hand); Handgun (Medium, 8L, short, 12 cap)
Gear: Electrical Repair Manual, binoculars, a few essential mechanic's tools (puncture repair kit, wrench, etc.)
Dual-Sports Bike
Muscle 1
Nimbleness 4
Toughness 2
Speed 3
Passengers: Driver +1
Health: 30
Customizations: Off-Road Capable, Solid Tires, Vehicle Armor (Light), Increased Toughness, Increased Speed
Flaws: No Cover
Cost: 12
Nice.
Have you had much opportunity to play the system? Any thing stand out, for good or bad?
I think that the thing that a GM should keep in mind is the number of successes required for tasks, and when to call, or not to call, for dice rolls. The system is set up with the premise that characters are fairly capable people and will naturally succeed at most tasks.
I've run two sessions of Atomic Highway so far, and am just about to start prep for the third session on Sunday. It's proving very popular with the group.
The system is easy to run and delivers a cinematic style of play - but can be brutal. The rules read simple, because they are, but a lot of thought has gone into the V6 engine and there's more to it than is obvious on just a read through of the book. You really need to play a session to see how the rules really deliver a post-apoc game that ticks all the boxes. The car combat is fairly rules light as well (no sudden move to a more crunchy minuatures sub-game), but nevertheless gives results that fit the genre.
Except that you can do more than do Road Warrior with it. In fact you could set your post-apoc game in a world with no working cars, and I believe the rules would deliver a good game. The supplement (which I haven't got yet) will be a boon to those who prefer a more gonzo style than is delivered in the core book.
Our game is fast turning into a science fiction, post apocalyptic, spagetti western, gangster, kung fu game!
[I should point out that there are no specific martial arts rules, but in the second session I intoduced an NPC who is modelled on Kane from the old TV show, Kung Fu.]
If you want detailed gritty post-apoc I'd suggest BRP or GURPS. If you want 'cinematic deadly' it's Atomic Highway all the way.
great input ya'll! Thank you very much. This sysyem is at the top of my play list!
Grunt...your campaign sounds cool. Have you introduced any tweeks for the martial aspect? :)
I love Atomic Highway. It rocks. I badly want print copies of it and Irradiated Freaks.
I wonder...hrms. I've an idea I need to ask the creator.
Quote from: Silverlion;394091I love Atomic Highway. It rocks. I badly want print copies of it and Irradiated Freaks.
I wonder...hrms. I've an idea I need to ask the creator.
Do you love the actual play of the game or is it more from studying the book/ideas therein?
I've not added any special Martial Arts houserules as yet - just ruling that Kane can inflict - if he wishes - lethal damage with his fists and feet, instead of the regular non-lethal damage.
He carries a iron-shod staff with which he is very skilled and ditto a knife. However, although I may consider adding a few 'knacks' in the future, I'm not sure Kane actually needs them. With his high Athletics rating and the Fortune mechanic he can already pull off any ticky manouvers he may need. We'll see.
His main concern is not fighting but to find the crossroads - yes, that Crossroads - so he can make a deal with the Devil. [A neat idea culled many years ago from a post-apoc setting described on Big Purple, which I've always wanted to use!]
I must, I'm delighted to see the success that Atomic Highway is achieving. Many years ago, he wrote some great stuff for a|state (including stuff that, sadly, never saw the light of day). I'm thrilled that his own publishing endeavours are getting recognised and people are having so much fun with AH. Funny (or maybe not) how we both ended up writing post-apocalyptic games!
Cheers
Malcolm
Quote from: Silverlion;394091I wonder...hrms. I've an idea I need to ask the creator.
C'mon, do tell - what's your idea?
Yeah Silverlion, at least drop a hint!
I think the V6 Engine that runs Atomic Highway has a lot of possibilities for other games.
In fact I'm kicking ideas around for using it to power a police action/adventure game - more gunplay and car crashes than straight detection - using a skill list adapted from Eden's Angel rpg.
Licensing the system for something. I love the system and I've got a setting that might work for it. I'm just not sure yet. Gotta playtest it and try it out.
I gotta say in twenty-odd years of gaming I haven't run across too many systems that were as intuitive to learn and the possibilities are pretty endless. For a beginning book this is way more solid than a lot of what you see out there. Personally, I'm using it as the basis for a scenario at CONvergence 2011 set in James Axler's "Deathlands" novels with the Ryan Cawdor and company as the PC's. Here's a quick stat up I did of Ryan over lunch at work the other day. Anyone who is familiar with Deathlands, your input would be greatly appreciated. Just for clarity sake this a version of Ryan more in line with books later in the series, after his son Dean has joined the group. Thanks to Drohem for pointing this thread out to me.
Ryan Cawdor
Muscle 4 Understanding 3
Tenacity 4 Appeal 2
Nimbleness 2 Toughness 5
Senses 3/1*
Weapons and Gear
Sig Sauer 9mm pistol: Dam 8L Range Short Cap 15
Steyer Aug assault rifle Dam 10L Range Distant Cap 30 Burst or Full Auto
Panga Knife Dam M+8L Melee
Silk scarf with lead weights sewn in ends M+2L Melee
Health 30
Skills
Lore 2 Brawl 4 Athletics 3 Notice 3
Drive 3 Intimidate 4 Tech 2 Scavenge 3
Survive 4 Melee 4 Shoot 3 Persuade 2
Ryan Cawdor is the leader of a small band of wandering survivors travelling Deathlands via the use of pre-nuke "Mat trans" technology or, when that is unavailable whatever other means of transportation is most readily to hand. The son of a Baron Ryan is better educated than many in Deathlands. He is literate, a competent leader, skilled tactician and highly dangerous warrior. Years spent traveling with the legendary road-merchant "Trader" taught Ryan much about survival in the harsh environment of Deathlands including where to find the best picking when scavenging for pre-nuke valuables such as weapons and tech. He is fiercely loyal to his companions and utterly fearless in a fight. He is a tall, powerfully built man in his 30's with shoulder length black hair and only one eye. Ryan typically dresses in a long, fur-trimmed leather coat , shirt, combat boots and camou pants scavenged from the pre-war redoubts that typically house the mat trans technology which is the group primary mode of transportation.
*While Ryan's senses have been honed to a knife's edge by a lifetime of surviving under what is arguably the harshest conditions in human history he does suffer from having lost an eye in a knife fight with his elder brother Harvey. Ryan has no vision on his left side and visual checks to that direction are made at a correspondingly lower number.
Quote from: Mechgogo;394197Ryan Cawdor
Muscle 4 Understanding 3
Tenacity 4 Appeal 2
Nimbleness 2 Toughness 5
Senses 3/1*
Weapons and Gear
Sig Sauer 9mm pistol: Dam 8L Range Short Cap 15
Steyer Aug assault rifle Dam 10L Range Distant Cap 30 Burst or Full Auto
Panga Knife Dam M+8L Melee
Silk scarf with lead weights sewn in ends M+2L Melee
Health 30
Skills
Lore 2 Brawl 4 Athletics 3 Notice 3
Drive 3 Intimidate 4 Tech 2 Scavenge 3
Survive 4 Melee 4 Shoot 3 Persuade 2
.
Cool character!
Did you use the Rearings/Pursuits system from the book, if so which ones?
Or did you stat him according to the source mat.?
Quote from: skofflox;394203Cool character!
Did you use the Rearings/Pursuits system from the book, if so which ones?
Or did you stat him according to the source mat.?
Thanks :) . I used the source material as my basis. If I were to use Rearings and Pursuits I'd have to say, Bartertowner(nearest aproximation of the Deathlands Villes) and either Raider(reformed) or Road Warrior. Maybe Scavenger given the group dependency on pre-dark redoubts. Kristy and Jak are gonna be fun ones too. Gonna have to make a whole new couple of psychic powers to cover Kristy's danger sense and Gaia power. Awww Hell, they're ALL gonna be fun. Can't wait to see how they play.
Quote from: Mechgogo;394214Thanks :) . I used the source material as my basis. If I were to use Rearings and Pursuits I'd have to say, Bartertowner(nearest aproximation of the Deathlands Villes) and either Raider(reformed) or Road Warrior. Maybe Scavenger given the group dependency on pre-dark redoubts. Kristy and Jak are gonna be fun ones too. Gonna have to make a whole new couple of psychic powers to cover Kristy's danger sense and Gaia power. Awww Hell, they're ALL gonna be fun. Can't wait to see how they play.
Planning to game the system soon?
Would love to see crtique from actual play...;)
I fully agree with Mechgogo, the system is really easy to learn. I think with it's ability to run differnt styles of post-apoc games and intuitive rules Atomic Highway might just be one of the best games for introdcing new players to roleplaying.
Also the best "What is roleplaying sections I've ever seen. It's a cartoon strip, and in a few frames it gets over the concept far better than any 'improvisational radio theatre' waffle (and to be fair, those paragraphs must be a bitch to write).
Quote from: skofflox;394216Planning to game the system soon?
Would love to see crtique from actual play...;)
Well, the plan is to run a session at CONvergence 2011 using a home-written scenario wherein the companions (and here I show my Browncoat colors because for a second there I flashed on the image of a bunch of outer-space escorts speaking CHinese) travel back to try and prevent Skydark. Odds are, once I write it up -three guesses how the next couple days off will be spent - I'll be doing a dry run . I'll post my impressions of it then if folk are interested as well as player feedback.
Hey all,
Just wanted to pop my head in and say thanks to everyone for the support and kind words; it means a lot to me.
cheers!
Colin
Quote from: Colin Chapman;394555Hey all,
Just wanted to pop my head in and say thanks to everyone for the support and kind words; it means a lot to me.
cheers!
Colin
Cheers for making a awesome game! :D
Quote from: skofflox;393701Has anybody played/perused?
What did you think?
I just aquired and it appears to be well done and thought out. Book is fun to read and nice art. Very easy to make a character, seems to be a great rules light system!
And a mutant supplement is coming soon! :D
I have Atomic Highway and I think it's fantastic. I am looking forward to getting it in book form (I have the .pdf) and getting a chance to run it
The following actual play goes into mechanical depth quite heavily, so folks might find it useful. There are other actual plays, but they're less indepth and focus primarily on what happened and how much fun folks had. I'll post 'em if you guys want, but I figured you'd prefer the most warts-and-all thread there was:
http://forums.radioactiveapedesigns.com/index.php?topic=68.0
Colin
Hello Colin! :D
AH rocks!
Quote from: Drohem;394602Hello Colin! :D
AH rocks!
I agree, I wish I could find it in print, as I dislike using .pdfs. I am trying to get to a point where I totally move away from .pdfs and get rid of all the ones I have, since they are basically unusable when gaming.
I may just have to settle on getting it printed out at the local print shop and bound.
Quote from: Colin Chapman;394572The following actual play goes into mechanical depth quite heavily, so folks might find it useful. There are other actual plays, but they're less indepth and focus primarily on what happened and how much fun folks had. I'll post 'em if you guys want, but I figured you'd prefer the most warts-and-all thread there was:
http://forums.radioactiveapedesigns.com/index.php?topic=68.0
Colin
Hello Colin and THANK YOU for the cool link. I would love to see anything about actual play of this game. :)
Quote from: Mechgogo;394486Well, the plan is to run a session at CONvergence 2011 using a home-written scenario wherein the companions (and here I show my Browncoat colors because for a second there I flashed on the image of a bunch of outer-space escorts speaking CHinese) travel back to try and prevent Skydark. Odds are, once I write it up -three guesses how the next couple days off will be spent - I'll be doing a dry run . I'll post my impressions of it then if folk are interested as well as player feedback.
I am interested! :)
Quote from: Colin Chapman;394572The following actual play goes into mechanical depth quite heavily, so folks might find it useful. There are other actual plays, but they're less indepth and focus primarily on what happened and how much fun folks had. I'll post 'em if you guys want, but I figured you'd prefer the most warts-and-all thread there was:
http://forums.radioactiveapedesigns.com/index.php?topic=68.0
Colin
Hey, Colin. How's tricks?
Thanks, everyone, and hey OHT! Life has become pretty insane, but in a good way. Given that AH was a vanity project in the purest sense (written almost entirely for the specific audience of me), and I never expected it to do more than break even, it has been nothing short of flabbergasting. Good sales, plenty of positive reviews, loads of e-mails and forums posts from folks enjoying the game, a stream of folks enquiring about licensing the V6 Engine, the ENnie nomination for Best Rules, and the Indie RPG Award listing; it's bonkers.
I mean, I wrote it to play the way I wanted and enjoyed, to contain only the content I felt was useful/important, and to ditch so many elements I felt were not needed and didn't use in my own games. I put it together on a shoestring budget and I didn't imagine that many folks would share my preferences; I've never been happier to be wrong. :) Are there folks who don't like it? Sure, every game has folks for whom it doesn't work, but as AH was written primarily for an audience of one, that's not surprising at all. What was surprising was how many folks it struck a cord for. It has been intensely humbling.
Anyway, enough of my rambling, here're more actual play comments:
http://forums.radioactiveapedesigns.com/index.php?topic=147.0
http://forum.rpg.net/showthread.php?p=10810107&posted=1#post10810107
http://forums.radioactiveapedesigns.com/index.php?topic=105.0
http://greenskeletongamingguild.blogspot.com/2010/05/atomic-highway-first-playtest.html
Crazy good then! :D
We'll have to catch up some time. I'll PM you my e-mail and we can natter.
E-mail on its way. :)
Colin
The positive reviews are merited Colin. It's a solid system. Simple, elegant with easy to grasp mechanics and a fast character-build. That writeup of Ryan I did? I literally jotted that down in the 20 minutes between finishing my sammich and the end of my break and posted it as-written here. Granted, I spent a couple hours asking myself "So, what would it take to stat Ryan out?" beforehand but once I decided "He needs this and this and this and this" it was easy as anything. All in all I think you got yourself a winner here man.
Quote from: skofflox;394611.... I would love to see anything about actual play of this game. :)
If play-by-post count, here are three.
http://www.rpol.net/game.cgi?gi=42396
http://forums.radioactiveapedesigns.com/index.php?topic=108.0
http://forums.radioactiveapedesigns.com/index.php?topic=130.0