CORPS Vehicle Design System


This review originally appeared on GamingOutpost.com and is reprinted with their permission.

Vehicle Design System
When I was 11 years old, my parents took me to Boston for the first time. We walked the Freedom Trail, a circuit that takes you all around the many historical sites of the city. At the Bunker Hill monument, I was taken in by the grand miniatures display, something that would stay with me until I was introduced to strategy wargames three years later. Later we visited the naval museum and the USS Constitution. I must have spent months after that day, studying about colonial warships and trying to design my own. If only I had read Vehicle Design 1.0, things would have gone a lot smoother.

CORPS VDS does for vehicles what 3G3 did for weapons: provide a comprehensive design tool that can be plugged into any roleplaying system. It covers everything from rowboats to starships; past, present, future and then some.

Whatever system you are gaming with, the time may come when you will want to design a vehicle on your own, and VDS promises to be a very useful tool in doing so. Even though VDS is designed to be used with BTRC's CORPS (Comprehensive Omniversal Role Playing System), it is written to be very portable to other systems. In fact, there is a distinct lack of CORPS specific terminology and jargon in the entire book. I found this to be very encouraging, as it helped to make the information in all the more credible.

While VDS does not get bogged down in system specifics, it does not shirk from giving the reader the tools to make a truly detailed vehicle. In fact, even though I am not conversant with all the topics discussed - the appropriateness of using Newtons for thrust instead of watts, for instance - it is evident that the there was a lot of technicle research involved in writing this book. That is not to say that the 'tech geek' won't find this book useful; there is a fair amount of technobabble to go around. However, when such detail threaten to compromise the design process, VDS consistently sacrifices detail for the sake of making the information useful to your roleplaying experience. This is meant as a design aid, and a gaming resource, after all, and not as an exhaustive treatise on scientific principles.

When designing a vehicle, there are nine components which are taken into account - performance, power plant, power train, structure, surface treatment, accessories, weapons, combat and campaigning. All these topics are discussed in detail - each given its own chapter. Each section has a healthy dose of explanation to help the user better understand how the components fit together, as well as a plethora of tables and charts that list a miriad of options which can be used. To some, the extensive stat lists might seem a bit of overkill, but VDS is meant to be about design, and the information given does more to bring your attention to what is truly possible than to list options for the sheer joy of doing so.

The section on campaigning, is probably the one I enjoyed the most. While it is not the most pertinent to the actual design of a given vehicle, it brings your attention to some of the more important issues involved when making a vehicle for a roleplaying game, as opposed to designing a realistic one. One thing stressed is that your vehicle is just a prop in the game, and not as important as the characters or the plot. Given that, the ideas in this section as quite good; using the vehicle as the setting, as the antagonist, and as the object of adventure for instance.

To top off all the details and suggestions mentioned, VDS also includes as section with sample vehicles from various levels of technology and genres. If you are looking to use a Mediterranean trimere in your campaign, or need a Messerschmitt Me 262 fighter, you can use these ready made examples. These examples even include such items as a War Wagon, which is based on a DiVinci sketch of a turtle-like wheeled vehicle with multiple cannon ports, and an android assassin which a wealthy and powerful individual in a very high tech society can employ to ensure that your players' characters don't get bored or lazy.

Faced with such a book, I could not help but take a crack at designing some vehicles of my own. The one I am most proud of is a submarine which I am now using in my Blue Planet campaign. I also took a stab at designing some seige equipment for a fantasy campaign. It took a while to get used to all the concepts that VDS addresses, but I am very happy with the results. My next project will be to make another sub, but this time one with a water elemental as the power source!

As an aside, I must mention two things here. First, VDS was originally made in .pdf format and distributed online for a price of $10. You can still order this version, but I have not seem it myself. The print version is the exact same as the digital one, from what I gather. The second thing I must say is that anyone looking for a great amount of art and glitz will be disappointed with VDS. It's very cover is the epitome of simplicity - and the images inside were adopted from those available in the public domain. Needless to say, there was no art budget for this book. However, the images that are there, however sparse, are quite good. BTRC could have filled the many empty spaces with extra art, but on the whole, such dead spaces are fewer than I've seen in some products. And besides, this book is about design of vehicles, not art and fluff. You will not miss the lack of art at all.

The Verdict
VDS is definitely not for everyone. You might wonder why I say this after all you've read just now. The simple truth of the matter is that not everyone cares to design their own vehicles. However, if and when you decide that you want to try to do so, I would highly recommend thinking about buying this book. I cannot stress enough that, as with any gaming product, you should approach this one 'cafeteria style' - taking what you want and ignoring the rest. You will find, though, that you are using far more information in this book than you are discarding. Because of this, I give VDS a thumbs up. Kudos to Greg Porter.