Wonderful! I hope you enjoy!
DNGNCLUB
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Great Questions! Happy to clarify!
- You don't need to track anyone on the racetrack – it's all meant to be abstract. The racing mini-game isn't meant to be a racing simulator, but rather a framework for telling narratives while racing. (You could put them on the track for visual tracking and to add granularity if desired – I just keep the rivals' dice in view of the players.)
- No, the idea is that the rivals (and the players) are all moving too quickly to track – once again thinking more in terms of a sports movie than a sporting event, unless the narrative has them way ahead of the players or something else that arises during the game.
- PC positions are also maintained abstractly. The most common hazard they will encounter is an attack from a rival. That being said, if it makes sense in the narrative to have the players fall behind, you definitely can have them separate from the pack.
- It is assumed the rivals are making their checkpoints – the idea here is to eliminate GM rolling as much as possible to keep the focus on the players and the quick pace of the race. The only check that actually affects the outcome of the race is the final one that everyone makes as a group.
- Since teams win collectively, eliminating rivals is a surefire way to win the race. Also, the bingo cards give them rewards that include hurting/humiliating rivals for gold.
- Once again, this is meant to be abstract to minimize cognitive load for the GM. But if you have zoomed in on a specific rival and want to apply the crash and burn to them – go for it. The last thing I wanted was to make a race feel slower by adding more bookkeeping for the GM (it was WAY more granular in my first few drafts, and this just helps keep things moving).
Abstract damage and boost – if you are using the DEATHRACE environment, any level of damage – just use the BURN RUBBER rules. But if a player specifically is dealing SEVERE damage, feel free to rule that the dice range could increase from 1–2 for minor damage, 1–3 for major, or 1–4 for severe (increasing it by 1 for each threshold).
But if your players are using RIGS outside of a race, they still use their SPEED DIE when making attacks against normal adversary stat blocks. (Basically, this was a have-your-cake-and-eat-it-too situation, where the lack of space in the zine prohibited me from giving a more detailed explanation.)
As far as multiple targets, I leave that to you and your discretion. A single dice roll keeps things moving, but multiple allows for randomized results. I would say you could switch between methods to match the moment – if things are dragging, you might want to roll less, but if things are tense, you might want to roll each.
The overall philosophy is: keep it simple and quick – until the narrative needs you to zoom in more.
Great question! You've kind of already sussed a big part of it out, the final group rolls really decide the race, whereas the checkpoint roles really just determine the narrative flow of the race - you still progress to the next checkpoint just with some disadvantage. But there were a few other considerations as well!
Taking a Failure with Hope is the only way players can take an action, use an ability, or do a stunt (for the bingo reward cards). So already our baseline is lower than average checks.
This also builds in a reason for players to link up their rigs - as the SPEED DIE increases for everyone whos linked up by 1 per player. This also is incentive for players to want to win races and upgrade their bikes - I really like this element and wanted their to be soft progression system to the racing element. You start with a shitty rig and by tier 3 your a superstar racer rolling 3d12 while racing.
And the vibe. Because its a death race, every check point has something could actively kill the players (at least in narrative) so i wanted it to feel overwhelming a bit. A high check will make your players feel like they need to use boost, spend hope to help each other / use experiences. Their is a psychological element to it, lol.
Thank you so much for your kind words and thoughtful question! Don't hesitate to ask if you end up having any others!
Hi, great questions!
You can pick any size ship you would like, they each have their own ability that can help determine what your character is like - as the rig is an extension of the character...
You can do full FP or you can roll your rig die at character creation and see how much you start with.
The way this balances out is that the smaller the ship, the higher the chance you roll a one - which just lets you jump without spending FP. The bigger the ship, the more "negative" encounters you can potentially roll on the NAV table. And if playing Co-op there are more incentives to have Rigs of different sizes in your convoy.
Thank you so much for giving it a look over, its one of my favorite games i've made!
Potentially, you could easily take the world building stuff and port it over. If you havent you should check out THE BUREAU which was a major inspiration for this game!
Fuel points are a narrative currency the players generate anytime the D12 they have designated as their "Fuel Die" is higher than their "Fear Die" when making a an action roll.
They can be "spent" to :
- add a d6 to a nother players roll
- activate a Memento to add a +2
- spend at STOP to replenish supplies (which will increase your Fuel Die size if its been reducted)
- as a way to do something that bends the rules of the game or ruling of the GM
- most importantly, if a player fails a roll and would die as a result they can spend *ALL* there current fuel points to narrate how they narrowly avoided death!
Hope this helps, let me know if you have any questions!
Yeah, I can see how thats a bit unclear. The intent is that the range increases with each tally. So if a car had 3 tallies, X would be 1-3. a car with more tallies than its dice size is totaled (ie better find a new ride).
This is great input, Ill reword that in a future update!
Tally marks could be cleared by taking the car into a mechanic, which would cost Fuel points per the GM's discretion .






































