HeyGayzelle
Member
So one idea I’ve been mulling over for some time now, but haven’t really developed much is a group-based RP focused on racing. While action stories and such can be RPed freeform with some degree of success, this is something where dice or some other conflict resolution mechanic is kind of necessary since there’s hardly any room to reasonably disagree on who won a race as opposed to, say, a fight.
At first I kicked around the idea of having a relatively robust system with a number of driver skills and vehicles essentially being treated as gear, but I found this idea very difficult to build on in any substantial way and I also think it could present serious balance issues. So now I think it would be better to go in the exact opposite direction and make it as straightforward and lightweight as I can, probably cutting out skills entirely, and maybe reducing vehicles to a few broad archetypes that have one or two situational advantages.
At this point, what I have in mind is more or less a blackjack-style mechanic that uses dice to provide some degree of randomization. The idea is that at various stages of the race, a section of the track is described through narration and some kind of “target number” is announced. Players then choose how many dice they want to throw with the aim of getting as close to this number as they can without going over it. From there, players receive some points based on how low the margin of difference between the target number and their roll is (those that go over would get the worst possible allotment of points that round), and this ranking is aggregated throughout the race to determine the position of the racers. I’m thinking the size of the dice could also be used to represent the level of hazard on a given track. For example, a standard racetrack may have players rolling d6s whereas an off-road course with a lot of loose dirt and gravel could have players rolling d10s since the larger dice is more “volatile” and harder to predict. Additionally, I’m thinking that racers could get some kind of resource that they could expend during a race in order to modify the value of a given roll at a 1:1 ratio. For example, a racer that rolls a 15 against a target number of 14 could expend one of these points and take the best possible outcome for that turn instead of the worst.
I initially planned to utilize some kind of initiative system to determine the order in which actions resolve, but that presents some very obvious balance issues in a game that is entirely about quick reactions. Having everyone’s actions on a given turn resolve all at once seems to alleviate these issues, but I feel like it could be troublesome with respect to being able to precisely articulate what’s going on at any given moment in the race. Resolving at the same moment could lead to issues where multiple racers are vying for the same position, but this could be used to good effect by giving the players a very brief scene where they’re locked in a dead heat and roll against each other sudden death-style, and maybe the person who wins snags an extra bonus point that pushes them into the lead, so this situation could effectively be incentivized and used for good RP fodder. But one way or another, it seems like players will have to roll first and then RP the results in-character, which I don’t know if it presents issues in its own right.
Finally, there’s just the mere fact that racing is a very fast-paced and high energy subject that might not bode well with the slower pace of forum-based RP. However, a game like this also doesn’t require quite the level of creative engagement that something with a heavy plot and a small cast of characters does. It lends itself to a more open-ended and episodic format that could be suitable for players of varying levels of commitment. If people just decide to suspend their disbelief when it comes to the chronology and use extra tabs in the thread, players could participate in more than one race at any given moment (or none), and there could be another tab for non-racing character RP entirely.
Unresponsive players could really hold up a game like this, but this could be managed by setting a reasonable deadline, and just automatically rolling for players who fail to respond in that time, denying them an opportunity to modify their roll and possibly assigning a penalty as well, or potentially retiring them from the race if it’s a recurring issue. I know that strongarming people in-game is really frowned upon in most circles, but in the case of something like this, it might actually eliminate tension more than not because people can at least be confident that the game will continue on way or another.
So does anyone have any thoughts or comments they could contribute regarding this idea? Does anyone have any experience doing a racing-themed RP even if it was totally freeform? I probably didn’t do the best job explaining some aspects of this and I don’t have any real drafts for a proper rules sheet or anything, but I feel like an idea like this could have some promise if I can really distill it down to something simple and approachable.
At first I kicked around the idea of having a relatively robust system with a number of driver skills and vehicles essentially being treated as gear, but I found this idea very difficult to build on in any substantial way and I also think it could present serious balance issues. So now I think it would be better to go in the exact opposite direction and make it as straightforward and lightweight as I can, probably cutting out skills entirely, and maybe reducing vehicles to a few broad archetypes that have one or two situational advantages.
At this point, what I have in mind is more or less a blackjack-style mechanic that uses dice to provide some degree of randomization. The idea is that at various stages of the race, a section of the track is described through narration and some kind of “target number” is announced. Players then choose how many dice they want to throw with the aim of getting as close to this number as they can without going over it. From there, players receive some points based on how low the margin of difference between the target number and their roll is (those that go over would get the worst possible allotment of points that round), and this ranking is aggregated throughout the race to determine the position of the racers. I’m thinking the size of the dice could also be used to represent the level of hazard on a given track. For example, a standard racetrack may have players rolling d6s whereas an off-road course with a lot of loose dirt and gravel could have players rolling d10s since the larger dice is more “volatile” and harder to predict. Additionally, I’m thinking that racers could get some kind of resource that they could expend during a race in order to modify the value of a given roll at a 1:1 ratio. For example, a racer that rolls a 15 against a target number of 14 could expend one of these points and take the best possible outcome for that turn instead of the worst.
I initially planned to utilize some kind of initiative system to determine the order in which actions resolve, but that presents some very obvious balance issues in a game that is entirely about quick reactions. Having everyone’s actions on a given turn resolve all at once seems to alleviate these issues, but I feel like it could be troublesome with respect to being able to precisely articulate what’s going on at any given moment in the race. Resolving at the same moment could lead to issues where multiple racers are vying for the same position, but this could be used to good effect by giving the players a very brief scene where they’re locked in a dead heat and roll against each other sudden death-style, and maybe the person who wins snags an extra bonus point that pushes them into the lead, so this situation could effectively be incentivized and used for good RP fodder. But one way or another, it seems like players will have to roll first and then RP the results in-character, which I don’t know if it presents issues in its own right.
Finally, there’s just the mere fact that racing is a very fast-paced and high energy subject that might not bode well with the slower pace of forum-based RP. However, a game like this also doesn’t require quite the level of creative engagement that something with a heavy plot and a small cast of characters does. It lends itself to a more open-ended and episodic format that could be suitable for players of varying levels of commitment. If people just decide to suspend their disbelief when it comes to the chronology and use extra tabs in the thread, players could participate in more than one race at any given moment (or none), and there could be another tab for non-racing character RP entirely.
Unresponsive players could really hold up a game like this, but this could be managed by setting a reasonable deadline, and just automatically rolling for players who fail to respond in that time, denying them an opportunity to modify their roll and possibly assigning a penalty as well, or potentially retiring them from the race if it’s a recurring issue. I know that strongarming people in-game is really frowned upon in most circles, but in the case of something like this, it might actually eliminate tension more than not because people can at least be confident that the game will continue on way or another.
So does anyone have any thoughts or comments they could contribute regarding this idea? Does anyone have any experience doing a racing-themed RP even if it was totally freeform? I probably didn’t do the best job explaining some aspects of this and I don’t have any real drafts for a proper rules sheet or anything, but I feel like an idea like this could have some promise if I can really distill it down to something simple and approachable.
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