We experimented with a smaller-scale Gaslands game again last night - each player running one vehicle built to a mere 20 Cans with no sponsors. They were allowed to select perks, but a vehicle could only select them from a single class.
We thought that a really restricted design like this would concentrate the game on its core machanics, rather than complex interactions of perks, weapons and sponsor abilities.
The scenario was randomly determined. we atually made a few minor adjustments to scenarios in advance of the oll:
(i) If Arena of Death was rolled, then the player would get two vehicles, since respawning's not allowed in that senario.
(ii) Saturday Night Live would be played as normal, but there are fewer opportunities to get VPs because without sponsors there's fewer ways to get Audience Votes. So the special prizes randomly generated throughout the scenario are worth 2 Audience Votes each.
Anyway, we rolled a Death Race. We always do.
There were four of us playing. From left to right on the starting grid:
Me - A car with a ram and the Delicate Touch perk.
Caesar - A buggy with twin HMGs to the front and the Feel No Pain perk
Damien - A performace car with tracks and a box of grenades.
Dom - A car with a grabber-arm and the Loader perk.
Dom and Damien went for the tricky narrow gap on one side of the container, whilst I went the long way around but failed to keep up a steady acceleration.
We felt the seriously cut-down car designs worked well. There was less scope for clever mini-maxxing of vehicle/team designs, and, as I said in the introduction, it focused the game on the basic machanics instead of clever tricks. It's a style of play we'll try again, hopefully in some different scenarios.