As mentioned, I took a break from the Star Guard to give myself time to get ahead of plotting the Krai war which is supposed to dominate the story for the foreseeable future.
I told the players I needed about a month, and I would fill the month with a different game. I wanted something that wouldn't take much mental effort or preparation time from me, so that I could concentrate on plotting for the Star Guard. So I picked a setting I had already put a lot of thought into: Earth, in the year 2075, the dystopian future of the post-Strikeforce era. I had the setting worked out in reasonable detail, I had the flow of the campaign worked out, and I had picked a rules system to use. Literally, I had been thinking about this since almost the start of the "historical" game sequences, over ten years ago. It should have run itself.
You know there's going to be a "but"...
But this was the rules system I wanted to use:
Car Wars, published by Steve Jackson Games in the early 1980s (and still available in an updated edition).My theory of RPGs is that the rules are the least important part of them. If you're creating a character, the personality you put into the character is the most important--actually, the only important--thing, and that comes entirely, 100%, from the mind of the player, not from a set of rules.
And I have the best players in the world. I was confident that with a starting point as ridiculous as "you're the driver of a car and your job is to shoot other cars", I would get a set of diverse, interesting, and fully-formed characters. And I did.
I'll go into that later. First, here's the world of 2075. As with all games, it starts with the background and a reason for the characters to engage with it:
- The world of 2025
- The Winkernickle Foundation
- Swan Technology Strategies
- Rookie Night in Pittsburgh
- Road Quad Cargo Carrier
- Truck Stops





