Organizations in Car Wars

By Tony K.

This set of rules will help Car Wars gamemasters and players create and run organizations from small gangs to large corporations and even kingdoms.  First I will give detailed information on designing organizations.  Second will be a set of rules for using these organizations in a long term campaign and finally some ideas on the type of campaigns possible with these rules.

Organizations in this guide are created using a simple point system much like characters in some RPG’s are created.  Points will be used to purchase skilled individuals, advantages for the organization, and money which can be saved or used to purchase equipment and buildings.  In addition disadvantages will also be available to help off set costs.

The first thing for the game master to decide is whether he wants each player to run a separate organization or if they will all take a hand in running the same one.  If they all run separate groups, will they be competitive or cooperative?  In a multi-group campaign the GM will often have to make up scenarios for each player and work with each individually when they plan secret moves.  By far the easiest campaign  is to have all the players be part of the same outfit.  This allows the GM to set the direction of the campaign and not have to worry about creating and tying in adventures for every player.  On the down side everyone may not want to be the same type of organization.  Campaigns ran in both styles will be discussed later.

Contents

Leaders

 Point System

 Advantages

 Disadvantages