Driving beats and hand brake turns, it’s time to put the pedal to the metal!
Outrun is a solo table-top RPG I’m developing as part of the A Game by its Cover game jam, happening through August. It’s inspired by the Rushing Drive Famicom cartridge cover by Philip Summers (on Instagram). I’ll be posting updates twice a week, right here, so stick around and see the game come to life.
Base Mechanics – Driving, Part 2
Last time I talked about driving mechanics, but there are two parts to it — distance driving and skill driving.
Distance driving uses the rules I mentioned in the last post and covers the exploration part of the game.
Skill driving is all about shifting gears, hand brake turns, and gunning the engine. The rules were inspired by Tokyo Drift Racers, a 200 word game by Martin Killmann.
Disclaimer: These rules are in development and very likely to change. I’m sharing them so you can give them a try and tell me what you think.
You start with a pack of regular playing cards and 6d6. Shuffle and draw ten cards, face down, to make your challenge deck. Take 2d6 to make your starting dice pool. An extra dice or note paper is useful for tracking damage.
Follow this process:
- Before a card is revealed you can shift gear, adding or removing 1 die from your pool.
- Reveal a card from the top of the deck.
- Gear shift up or down 1 die (remove or add a die).
- Roll the dice. Your aim is to equal the value on the card. (Jacks = 11, Queens = 12, Kings = 13, Aces = 1)
- You can hand brake turn to remove 1 or 2 dice from your pool after you’ve rolled. These dice don’t come back magically, you have to add them back to your pool by gear shifting up again (step 1 and 3).
- You use your brake to subtract 1 or 2 from the total value of the remaining dice pool.
- The difference between your target score and the final result is damage to your car. Your car can take a total of 6 points of damage, anything over that wrecks it.
- Rinse and repeat for each card in the deck.
Give it a try. A few plays should lead you to a winning strategy.
Is music a key part of your play sessions? Shouldn’t it be?
In my last post I promised to fill you in on Outrun’s secret sauce. Nightrun and outrun retro wave music captures the heart and soul of Outrun. It’s in the friggin’ name!
But what’s outrun anyway? Time to get your laserpunk on!
There are a few musical RPGs out there, but not many that include music as part of the game’s mechanics. Ribbon Drive uses mixed tapes to direct the narrative flow and Waxing Lyrical uses song lyrics for the basis of character creation and world building.
So how else can you use music as part of a game’s mechanics?
Tracks have a variable length, differing beats, and moods. Outrun turns that into a core mechanic that makes up for the lack of a GM with driving beats. More on this, later down the line.
The AGBIC Game Jam
Want to know a little more about the #AGBIC jam? Here’s a great video that tells all.
See you on the flip side.
Rising Phoenix Games