Cave Racers

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Carda
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Cave Racers

Post by Carda » Tue Apr 15, 2008 10:22 pm

I've been seeing these things all over the Lego blogs for the last few days, and the sheer hellbent-for-leatherness of the basic design just screams "BRIKWARS" to me. I wonder what sort of crazy rules we could come up with for a scenario involving these things...
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IVhorseman
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Post by IVhorseman » Tue Apr 15, 2008 11:11 pm

cave racers? huh. i thought a similar thing about Pod-racers (an open-air cockpit strapped by leather to two jet engines? REAL smart idea). regardless, these are awesome!

although, it really seems like more of a racing-type scenario to me.

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Post by Rayhawk » Tue Apr 15, 2008 11:16 pm

At the beginning of every turn, roll 1d10. This is the number of inches the cave racer rockets forward before it's able to turn or stop.

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Post by Bennanteno » Wed Apr 16, 2008 1:08 am

Don't forget the possibility of the pilot loosing his/her grip and falling to their death.

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Post by Atomsk » Wed Apr 16, 2008 2:26 am

I've really never understood how these trends amongst Lego builders with good photography skills start. Like the post-apocalyptic MOCs or the whole steampunk thing. Did someone just arbitrarily decide it was the theme of the month and send a memo to everyone on their list?

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Post by Carda » Wed Apr 16, 2008 8:56 am

Some of them are contest themes, while others start out as one person having a nifty idea and everyone else taking the idea and running with it.

So, contests and memes, basically.
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Post by Thyclaine » Wed Apr 16, 2008 9:07 am

Bennanteno wrote:Don't forget the possibility of the pilot loosing his/her grip and falling to their death.
Roll an additional 1d10 every turn, and if the number is lower than, say, 2 or 3, then the minifig falls off?
Time travel's been getting me down.

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Post by *CRAZYHORSE* » Wed Apr 16, 2008 10:05 am

How weird.
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Carda
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Post by Carda » Wed Apr 16, 2008 10:41 am

Thyclaine wrote:
Bennanteno wrote:Don't forget the possibility of the pilot loosing his/her grip and falling to their death.
Roll an additional 1d10 every turn, and if the number is lower than, say, 2 or 3, then the minifig falls off?
I dunno about "falls off"... More like "loses grip and goes flailing into the nearest stalactite, screaming in terror on the way".
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Post by Thyclaine » Wed Apr 16, 2008 12:40 pm

I dunno about "falls off"... More like "loses grip and goes flailing into the nearest stalactite, screaming in terror on the way".
And is imapled, exploding with blood and gore?

Yeah, that sounds much better.
Time travel's been getting me down.

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Post by Rody » Wed Apr 16, 2008 2:59 pm

or slams into another racer, and sends both into gory death
Act first, then think, then try to find a way to cover up the horrible mess you made.
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Post by Thyclaine » Wed Apr 16, 2008 3:59 pm

..Which crashes into another racer, and so on and so on.

The chaos possibilities for this...
Time travel's been getting me down.

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Post by Carda » Wed Apr 16, 2008 6:12 pm

I've just built one of my own, actually; it's leaning more towards the heavyweight department, so I'm going to start working on a lighter model.

Of course, this first one has a special secret: a smuggling compartment built in!
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Post by IVhorseman » Wed Apr 16, 2008 7:45 pm

Thyclaine wrote:
Bennanteno wrote:Don't forget the possibility of the pilot loosing his/her grip and falling to their death.
Roll an additional 1d10 every turn, and if the number is lower than, say, 2 or 3, then the minifig falls off?
too many die rolls slows up the game. if the d10 rolled is a 1, the engine cuts out and the minifig has one turn before smashing into *object*. if it's a 10, it's too fast and he flies off

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Post by Carda » Wed Apr 16, 2008 11:10 pm

I've also seen where people are assigning stats for Thrust, Speed, and Agility on a 1 to 5 point scale for the models they build. I wonder if this couldn't be applied somewhere...
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