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(+1)

I've been looking for racing on the Panic Engine for a long time. Your initial premise and opposing force are great, really plug and play, but if you ever expand on this I'd like to see more indepth driving mechanics. Just because if it's gonna be a main focus I know my players would like a bit more granularity and variety.

For example, the included map would have 20 checks per racer each lap. All of those int. The only variation being speed checks when you fail. If 4 players want to race that'd be a minimum of 80 int checks, up to 160 with speed, plus body saves once possesed. And I know that if I offer a race most will want to race. I think I'm fast and dynamic, but I feel I'd lose them with this.

It'd be a different story if they had strength checks on long curves, combat checks to hit the car in front, fear saves when the car in front loses control flies back, and so on. Making the race a full system experience with options and choices.

That doesn't change that I loved your work and I am gonna run it. It's just that if you come back to this I can see a ton of space to expand it and I'd like to see how you do that.

(+2)

(illegal) racing in one-person small ships is gonna be a a theme in a big supplement I want to do, but I have yet to decide a lot of stuff (like maybe making an specific skill tree for it instead of using regular piloting). I even have a sketch for a ship that you can print and fold and glue as a token if someone wants to draw a race board. I didn't want to give it much rules in this module because I wouldn't have the space and honestly I wasn't sure I would be able to without testing and whatnot. 

Thanks for reading thru it :) see you in a couple months when I have longer stuff to show