Tuesday, November 13, 2012

Expansions: The Car Wars Story

I am always wary of expansions, especially for role playing games. Too often than not, at least in my group's experience, an expansion for a role playing game has completely changed what made the original game special and cool. New rules will be introduced, new equipment, new magic items, monsters, starships, worlds - all of this stuff changes the game world when introduced after you get going. Let me cite a one example, the legendary game Car Wars:

Car Wars: We started playing this game a long time ago when it was just a pocket box. All that existed in this world were poorly armored cars, with nothing larger than a van being able to navigate the roads of a distopic USA, a Mad Max like future of no gas, limited energy, and brutal gangs that ruled the roads. Couriers had to make due wit hshoving cargo in station wagons, and you had to keep some room and weight in your vehicle for salvaged tires, ammo, and the car parts you looted from your 'kills.' There was really no weapon more powerful than a high-tech laser, and even the one-shot heavy rocket was a deal breaker. Cool stuff, and it made you think.

Along comes the expansions, and all of a sudden, 18-wheelers took the road, capable of carrying 20 tons of cargo, a house, and several of the cars in the garage all at ones. These behemoths had armor as thick as tanks, and could mount an arsenal of high-tech weaponry. Helicopters took to the air, and even giant cargo choppers could haul cargo to the far-flung fortress towns without navigating the hostile highways. Autoduel arenas made the sport of dueling popular, and what was once necessary road survival became commercialized and commonplace - even celebrated.

The original idea was lost, and the game became less fun - for us, at least. there were plenty of hobby-shop groups running commercial duels for prizes and fame, and granted, that is an easier setup for a hobby shop to run and sell games with. For us, our original idea was survival in a hostile world, where fast cars ruled the roads, and motorcycle gangs stalked the dangerous zones. If a VIP needed to get to the next fortress town, they needed to hire a fast car - with an expert driver. No helicopter could fly them there, and they couldn't hop in a land behemoth armored bus to take them there either. Later on, blimps, boats, and even tanks took to the battlefield, the shark had been jumped, and the game just became a wreck. The focus of the original game was on the cars, and that's where we liked it.

Later expansions almost entirely were devoted to autodueling sports, or new vehicle types. We can't complain, since George and I did one of the original submissions for aircraft rules back in the day, and still have the original rejection letter from Steve Jackson himself. But for us, there was a feeling that something was lost, that the game was moving away from what we liked about it, and we grew apart from the world and the game. The game was changed by the direction of the expansions, and the world was changed.

It is an important thing to think about when you introduce an expansion to the game, and I can relate some of this with out current Arkham Horror play through (see an earlier post). More on the effect of expansions on that game in a later post, but for now, think about the above experience we had, and how your game design could better prepare players for what you may have in mind in the future. How would you handle an expansion to your game? How would you design it to not shock players with new material? Would you design your original world any differently? Think, prepare, and then expand - but try to keep what players love about your creation intact.

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