Game: MotoCaust
Publisher: Ronin Arts
Series: MotoCaust
Reviewer: Stump
Review Dated: 21st, July 2004
Reviewer’s Rating: 8/10 [ Really good ]
Total Score: 8
Average Score: 8.00
MotoCaust the new offering from Philip Reed of FRAG fame from Steve Jackson Games. This is a game that should come with its own soundtrack. This game is very much an homage to the teen action/horror movies of the 1980’s. A John Carpenter sound track was playing in my mind after a few minuets of starting to read this pdf.
At only 52 pages this game seems small, but what is there is tight. Inside you can find world background, character creation, game system and a nifty playing card vehicle combat system, but more on that later.
The world of Motocaust is one ravaged by a meteor impact, of the dino killing variety, impacting in the American west. This did not destroy civilization but it did set it back. So that only now, years later, has the world worked back up to a late 20th century level. This future worlds superpowers are China and Germany, with America left a balkanized cluster of petty state sized nations around a desolate great plains. The game is set in a post impact Texas where fast-food joints still serve burgers and local DJs blast out pre-impact Rock-n-Roll. Life goes on and is getting a little better. But so is well…unlife.
The meteor was the carrier of some sort of alien bug that infests dead things and brings them back to life or unlife or whatever. Zombies of every stripe wander the wastelands, Zombie bikers, bat-wing zombies, stoner zombies oh yes even ninja zombies. Lots of dead things to blast here. And if that ain’t enough there are all kinds living problems about. Military and civilian authorities, pimps, prostitutes, zone postals (mail carriers), KawBoys (cowboys on motorcycles) and soccer moms (don’t ask) and more all ply their trade on the sun blasted highways of the west.
Character creation is simple and produces serviceable PC. The combat and skill resolution system is quick and effective. Also included are vehicle creation rules, taking up 1/5 of the game. Ten pages compared to Character creation seven pages, shows just how important wheels are to this game. You can trick out your hotrod just about anyway you want to. The game even makes having chrome plated valve covers useful with is vehicle Flash rating. So don’t forget the fuzzy dice. Vehicular action is handled with a deck of playing cards used as randomizer. The players are dealt a hand of five cards and the Motomaster (Gamemaster) holds the card hands for any nonplayer character’s vehicles. The cards are played with each suite representing a type of actions and giving a bonus or negative to action resolution. Face cards also give bonuses, but also allow special actions like targeting tires or allow stunts such as super-weave or Tilt-on-one-side.
What you will not find is any Motomastering advice. This is not a game for the first time Gamemaster. Also missing, are any PC advancement rules. I believe this was intentional. This is a very cinematic game the PCs seem to jump on stage full formed and straight from central casting. Play is as fast as a tricked 67 GTO and hits like 50cal ball ammo. The layout is good. And I cannot say enough good things about the art. Christopher Shy is a professional and his work is perfect in matching the tone of the text. I like and would recommend this game.