Start Your Engines! Making Racing-Themed Stories Interesting

By themensch, in Game Masters

17 hours ago, Kanila said:

This seems like a solid way of keeping the race more adrenaline packed as well as making the actions and manuevers mean something more than just a default move. I would be glad to get thoughts/opinions on the homebrew rule changes.

I like your ideas! I think I'm going to try to not homebrew too much unless I need to - there are chase rules in the core book and some racing rules in Jewel of Yavin. I'm interested to hear how your changes shake out at the table, they seem reasonable but since I have a brand-spanking-new player coming to play an RPG for his very first time, I want to try to not muddy it up too much.

I feel like I'm going to have to keep things interesting like I do with any encounter - keep the environment interesting and keep the playing field big to offer other opportunities.

Here are the rules I used for races for my group, if they were a fixed distanced or a track.

Pick how many portions of the track you have, describe how it looks and then give it modifications to the the piloting roll for the players. Instead of using distance bands, I would give points based of the speed they choose to go (of course going faster makes the roll more difficult). You can only effect other who are in a close distance 2 points around you. Track how many points each person got based on their speed and the person with the most points is the winner.

Hopefully my attached rules make sense, and if you think of any changes to it share it with me.

Racing Rules.docx

1 hour ago, damnkid3 said:

Here are the rules I used for races for my group, if they were a fixed distanced or a track.

Pick how many portions of the track you have, describe how it looks and then give it modifications to the the piloting roll for the players. Instead of using distance bands, I would give points based of the speed they choose to go (of course going faster makes the roll more difficult). You can only effect other who are in a close distance 2 points around you. Track how many points each person got based on their speed and the person with the most points is the winner.

Hopefully my attached rules make sense, and if you think of any changes to it share it with me.

Racing Rules.docx

Thanks for sharing! While I am able to see that you have posted a document and the forums indeed make it a link, I cannot download it. I believe there is some misconfiguration in the forum software -- reported multiple times by multiple people -- and it is not important enough for FFG to fix. Of course we can see our own attachments which further adds to the confusion, as can the admins. Oh well, if computers were easy or made sense I'd be out of a job!

Do you have the means to share this in another way?

Swoop or Pod Racing Rules

When Swoop or Pod racing we will use the Chase rules for the difficulty. Speed is the difficulty and upgrades equal to half the vehicle silhouette rounded up. If the roll is successful you gain distance points equal to your speed, if you fail you gain half the distance of your speed (not rounded). The person with the most points after the segments are done is the winner.

Vehicle Speed – These vehicles are designed to get to top speed quickly, the racers can increase their speed by 2 each round, and can reduce by 2 each round.

Advantages – boost dice, regain strain, Give Setback dice, and give other strain.

If you choose the same option on the multiple time the cost increases,

1 st - 1 advantage

2 nd - 2 advantage (total 3)

3 rd - 3 advantages (total 6)

Triumph – Can be used for any advantage cost, or can upgrade your next roll

Threat – are spent for thematic effects by the GM, set back dice, strain on pilot.

If you choose the same option on the multiple time the cost increases,

1 st - 1 Threat

2 nd - 2 Threats (total 3)

3 rd - 3 Threats (total 6)

Despair – Either Thematic, minor system failure, or roll force dice. Light side vehicle strain, Dark Side Hull trauma.

Studying the course – If the racer can examine the course before the race start, then make a simple Vigilance roll. Any Success give a boost dice in to pool the racer can use during the race when needed. You can use 2 advantages to get additional boost dice. Triumphs will allow an upgrade in the pool.

Giving it another go! – When starting a new lap or return to the starting line. The racer gains new confidence knowing what is upcoming. They can roll a simple Cool Check and regain personal strain equal to success, and 1 for 2 advantages, Triumph give 3 back.

Here is the layout of the Race my group had going which raced through a city, that didn't support the race. like street drag racing: (sorry if this is hard to reader the word editor didn't like it be paste separately.

Race through the city

11 segments

1. Flat terrain allowing to gain Speed:
o Roll – Flat Chase roll

2. Flat terrain allowing to gain Speed:
o Roll – Flat Chase roll

3. Sparse rocks on the field
o Roll – add 1 setback dice

4. You enter a dark opening underground and the path is pretty clear, but the darkness is inhibit your performance.
o Roll – add 1 setback and 1 upgrade

5. You make a quick sharp turn and find yourself in small town streets. You fly past a security check point and are following your display through the city streets. Despair will get you shot with a stun blast – 9 damage (GGG vs RSS)
o Roll add 4 setback and 1 upgrades dice

6. You continue you through the city street and loop around the town headquarters. You see the town guard have formed a line in your way and they are shooting stun blasts at the racers. Despair will get you shot with a stun blast – 9 damage (YYGG vs RPS)

  1. Mid way of the race can Roll Cool check
  2. You head back through the city streets, but they are clearer now since most of the citizens have gone back inside their home, but some carts and loose animals are in the streets. The guards are in front of you trying to take you down. Despair will get you shot with a stun blast – 9 damage ( GGG vs RSS )

    • Roll 2 setback dice and 1 upgrade
  3. You enter a dark opening underground and the path is pretty clear, but the darkness is inhibit your performance.

    • Roll – add 1 setback and 1 upgrade
  4. Sparse rocks on the field Speed:

    • Roll – Flat Chase roll
  5. Flat terrain allowing to gain Speed:

    • Roll – Flat Chase roll
  6. Flat terrain allowing to gain Speed:

    • Roll – Flat chase roll

Midway should be 7 and then each on below continuing up. For the race out of town.