My players have been working on a racing plot for a while now. I’ve generated a node based map that will be the course they’ll navigate with some interesting things along the way. We’ve built them a Mad Max style vehicle and I’ll be using a modified set of rules when engaging with the other racers. And they’ve even made a arch rival of another racing team.

The only part I haven’t figured out is how to run the other racers behind the scenes. I don’t really want to do a full simulation of 20 contending race teams, but I want to be to give my players updates as the race progresses so they can feel the pressure of competition.

I’m not opposed to cheating like Mario Kart and doing a little rubberbanding. But I want something quick to resolve at the table. I’ve also thought about pre-generating the race and then the players would run through it like a scripted event. I’m just worried about how to dynamically adjust if they take out some of the other racers.

Has anyone run a race at their table before?

  • Ziggurat
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    1 day ago

    Some systems have the possibility to stack up success to meet a long term, the most famous example would be blade in the dark clock, but I believe Vampire has it too, like a players rolls 3 success and 10 are needed to do something so player keep rolling until the line.

    For a race it’s then easy, you need let’s say 15 succeses, the pilot roll drive, the other party member can roll any other relevant action. Let’s say pilot does 3 success, mechanic does 2. While the NPCcrews do 6, 4,4 2.now the party is in second place of the race, and time for a second round…

    • sbv@sh.itjust.works
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      1 day ago

      That’s a neat idea. I like how it makes the race duration dependent on something variable. I’d want a way for the PCs to influence the success tho.