Again with the car chases. After several attempts across multiple ad-hoc systems, I think I've twisted the excellent ttrpg toolkit Cortex Prime into something that'll run satisfying car chases.
My Mad Max-gone-Fast & Furious board game project is finally good enough to play. It's a light card game that uses commonly-available 1/64 scale cars (like Hot Wheels or Matchbox) and plays great with kids. Check it out (for free or PWYW) on itch.io!
My Thunder Road / JUNK'D homage game sat on the back burner for a long time until my kids got interested in Fast & Furious: Spy Racers on Netflix. I decided to bring out the XPS foam road segments and make a fun racing game that was less Mad Max and more kid-friendly. I'm still … Continue reading Fast & Fury Road: Spy Racers
I followed the principles laid out in my recent post about getting car chases into tabletop rpgs and ended up with this mildly-playtested rules system.
Car chases in TTRPGs continue to be my white whale. I've watched a ton of car chases in movies, real life, and video games, but the problem is you don't often read car chases. It's primarily a visual spectacle, and so the challenge in translating a good chase to a roleplaying game lies in finding where the decision points are.