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TimeDriver is our version of the Steve Jackson Games "CarWars," which takes place in a post-apocalyptic – though we'll call it a "post-collapse" – world.


In this world, dueling automobiles are the most popular entertainment in sports arenas around the country. However, because of the post-collapse society, weapons eeked out into the general public who needed self-protection from lawless regions between towns.. it's very similar to the old west.


Essentially this era has vehicles as we know them today being pretty much redesigned away from the internal combustion engine, so they look futuristic and strange to us, having evolved into electric motor-wheel 
vehicles, with plastic and polymer instead of metal skins.


One of the venues for the game other than the racing arena is the town or “cityscape” adventure, where players take on the persona of hackers, criminals, citizens, police, mercenaries or just shop owners, trying to earn a living.

Though the criminal and corporate bad guys still exist -and sometimes not just in the shadows- people are doing the best 
they can to get by while things slowly change for the better thanks to science and technology.

Imagine this game is a Twilight Zone episode: you've just woken up (or been revived from stasis) into a post-apocalyptic or post-collapse world, but where, fortunately, technology was far enough along that the worst of the societal collapse never happened.

So outside the arena, the general public is still trying to get by; doing what they can to survive and bring home the bacon as it were. And yes, all the bad stuff is here.. the struggling, the vigilantes, the crime and corporate domination … it's pretty close to what used to be the setting for some of those SuperHero movies. TimeDriver is perhaps not much different than what we saw in the film "Bladerunner," and your adventure involves accomplishing missions large and small, dangerous and mundane, with the goal of making as much as you can and make it home alive. And just about NO ONE is going to stick their neck out for anyone else.

After the collapse, as the story goes, there was a limited second Civil War in the United States and it was quickly settled when the remains of the Federal government simply let states do what they wanted. While everyone else and the surviving corporations fought for what was left of the natural resources, food production, state and military assets and so on, towns simply became all volunteer organizations while those that had the resources put up walls… the larger cities became fortresses. Some towns and regions were simply abandoned, then taken over by the rising warlords.


The recovering society basically has several levels of citizenry: those at the bottom, as always - barely enough to eat and struggling with what is morally right and what is necessary.. then those who may be owners of businesses- legal or not- and those at the very top who own corporations, perhaps owning arenas and sponsoring Autoduel organizations. People with the money are the ones driving science and innovation. The crime bosses will always be with us, and have their own security forces and gangs and groups looking out for their interests including sophisticated, neural-hacking infiltrators.

Today's game does not take place in the arena, nor the open highway road where cycle or trike gangs can swoop down upon a convoy to take whatever they can and ransom the rest. Our Cityscape adventure is driven by mission or "episode" cards, and all other vehicles and figures are going about their business. The cards will let you know the situation, and random events will embroil your character in a decision making process. Remember, unlike war games that we usually host, this game is NOT just about the violence.. it's about your character in a rough situation either in command of it .. or not.


The less-fortunate have hacked and glued together parts to make their vehicles and weapons and whatever gadgets they can find. The more fortunate have mechanics who do that for them, and a network of friends and businesses looking out for them.
Imagine you just woke up into this… what's the FIRST thing you would do? What do you need? Where's the convenience store? And come to think of it, whose car is this and what the heck is that mounted on the hood!


While we don't have time in this game for players to design their own cars using the improved Excel spreadsheet program, rest assured your vehicle is as baaaad as you need it to be. Maybe pull into the shop for a little upgrade… your smoke screen ammo might be getting low.


Jimmy? Julie? Maybe Kurt. Whatever the need or the profession or the story, you're ready willing and …. maybe you could use a little lunch first. Look over your Drivers License and see what you feel good about today and if you're getting low on Tear Gas grenades… time to make a little stop at the hardware store.


Just a delivery boy? Somedays yes, other days nope.. you don’t make alotta cash pushing packages and you need a vehicle upgrade.
Someone approaches you for help? Sure! Fifty bucks in your wallet and you're good for a few hours.. unless someone wants to pay more.
Episode cards determine the storylines and objectives for the players in the game, and almost all the cards have a monetary reward.


These may or may not be the same as Random Events cards or lists of random events die rolled, depending on things that happen during the game. For example, a player might have a card declaring a simple delivery of an object.


Once completed, the player receives a cash payment. Another example might be having to drive over to a local supplier to obtain a weapon update or more ammo, or enlisting a less than reputable black market dealer. Yet another example might be acting as a body guard while another player goes about their business or episode card.


Ah, the bars, the nightlife, the extra credit or cash for being a body guard.. who knows? It's YOUR town.. time to let everyone know it.

Add from the early days of game development (1996)

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