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submitted 6 days ago by Maxxus@sh.itjust.works to c/rpg@lemmy.ml

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?

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[-] Maxxus@sh.itjust.works 2 points 6 days ago

To answer my own question, based on all the responses, thank you everyone, here’s what I’m thinking.

Get a number of different colored d20s, one for each race team. At each leg of the race roll them all on the table for the players to see. Any 1s are automatically knocked out of the race, they had some catastrophic failure. Any 20s get a marker to indicate some great success or inherent skill that will grant them a bonus later.

Then in the final portion of the race I’ll take the three teams with the most markers and put them in scene in direct competition with the Players. I’m thinking this will allow my Player’s to go hunt teams that are doing well to take then out before the final leg if they want and let them see how dangerous their competition is.

this post was submitted on 27 Sep 2025
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