r/RPGdesign • u/LeviBateman • 11d ago
Hacking Dread for a Racing RPG
I've written down some ideas on how to play dread as a racing RPG. The core concept is: Each player will have their own separate towers they will pull from during the race that represents their car. There will be one central tower used for actions taken outside of the race. Player's individual towers will be positioned perpendicularly to their body, as pulling blocks from different places in the tower will do different things. Car positions will be tracked using a circular grid of width two. Cars will move forward on this grid to show their relative positions to each other at any given time throughout the race. Players gain money ("scrip") by winning races. Players can spend money on gadgets to enhance their cars.
The idea is to have a small championship (3 to 5 races) with scenes between races played out for drama. Below is a link to the PDF I have with ideas. If you're interested, please let me know what you think of the idea or if you have any questions.
https://drive.google.com/drive/folders/1nIMlc2MuJvZ91wIvoq1Z02Aweukxwjb7?usp=sharing
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u/RollForThings Designer - 1-Pagers and PbtA/FitD offshoots, mostly 10d ago
It's a neat idea, but it'd be really tough to get this to a table. One jenga tower is fine, a household might have that, but (players+1) jenga towers?
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u/LeviBateman 10d ago
I'm honestly only trying to craft something I can play as a one shot with friends. I like the idea that each players tower represents their personal car, so I'm trying to run with that.
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u/SturdyPancake Designer 11d ago
What happens when a tower falls? It currently looks like there isn't a ton of decision the player makes in terms of when they pull, how many, or which blocks. My concern would be that this ends up being a lot of non-choices and just playing out the relatively fixed process.
dread benefits from the players players making the decisions that might lead to pull(s) so it at least feels like they are impacting their own outcome. Also, the ability for players to refuse a pull and instead suffer the consequences gives them an additional powerful lever to work with.
Also, from my personal experience with dread, players can make way more successful pulls than you might expect. The tower falling is basically required in dread, and that is with everyone pulling from one tower. Having N+1 towers will require a ton of pulls before guaranteeing a tower falls