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?
Only once or twice. I play it like combat. Every racer plays in initiative order and has a set of available actions and resources.
With twenty other racers, that sounds tedious to run. I’d be lazy and say the players, their nemesis, and a couple of other racers pull out ahead and hand wave the others out of the scene.
I think this is the answer, we only care about the players and what’s happening around them.