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Star Wars RPG Homebrew Racing Rules

The SWRPG Homebrew Racing System is designed for swoop and podraces in the Fantasy Flight Games Star Wars RPG, allowing players to either participate as racers or control NPCs. The system involves setting up a racetrack divided into sections, with rules for turns, actions, and dice outcomes that dictate the race's progress. Players can utilize various skills and narrative elements to influence the race, with specific mechanics for successes, advantages, and the use of destiny points.

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0% found this document useful (0 votes)
15 views3 pages

Star Wars RPG Homebrew Racing Rules

The SWRPG Homebrew Racing System is designed for swoop and podraces in the Fantasy Flight Games Star Wars RPG, allowing players to either participate as racers or control NPCs. The system involves setting up a racetrack divided into sections, with rules for turns, actions, and dice outcomes that dictate the race's progress. Players can utilize various skills and narrative elements to influence the race, with specific mechanics for successes, advantages, and the use of destiny points.

Uploaded by

Kris Kris
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SWRPG Homebrew Racing System

This system can be used for swoop races and podraces for the Fantasy Flight Games
Star Wars RPG. This system can work if you want the players to be in the race, or you
can have the players take a third person role and control the NPC's in the race as their
characters watch.

Here are the steps for running this.

Setup

1.​ Draw a racetrack

2.​ Split the track up with red lines in however many sections you'd like. It helps to
have the same number of sections as players, but it can work if it's uneven too.

3.​ Within each section split it up again into four smaller sections separated by white
lines. Each white line will separate range bands within the section (short, med,
long, extreme)

4.​ You may also want to put in a few shortcuts the players can try to use at extreme
difficulty rolls. Try to limit players using dice to make their own shortcuts. You
may want to specify that only destiny points can be used for this.

5.​ Create tokens for each racer you want to use (can be the players, npcs or a
mixture of both).

6.​ Place the tokens at the start/finish line. This line should be the same as a red
line/border of two sections.

7.​ Name each red section and write down a quick overview of what it looks like. I.e. a
flatland with protruding rocks or a winding gorge with tight turns.

Rules

1.​ The race will be run like combat with initiative and an action and maneuver. Two
maneuvers is not recommended. Incidentals can also be used.

2.​ Each lap is split into a number of turns equal to how many red sections there are.
So if you have the same number of sections as players, each player will have one
turn per lap. If you have uneven sections compared to players, some players will
have a turn on some laps and some won't. Or you may have more sections than
players which means players might go twice in one lap. Either way, each red
section signifies one player turn. The gm should also have a turn in the initiative.
It makes sense to have them go first, but they can roll cool instead if they want.

3.​ Each turn will consist of:

1.​ Selection of one racer to roll for. If the PC's are the racers they would of
course roll for their own characters instead.
2.​ They will roll to advance the racer and may force another racer within the
same range band to fall behind with 2 advantages. You cannot use
advantages or triumphs to push another racer forward, but destiny points
can work for this.
3.​ They may choose any skill to roll as long as they make an argument for
why they've chosen it. This is because not all players will have piloting
skills. They will use their own character skills for this. The gm may veto a
skill check if the player does not make a good argument for it.
4.​ Each racer may only be rolled for once each lap. This will prevent the group
from continually rolling one racer and win in a landslide. If all racers have
been rolled for in one lap, then racers may be rolled a second time.
5.​ After the turn action has been rolled for, the player will narrate what the
racer does, whether they affect another racer, etc. The gm should narrate
the failures and disadvantages.

4.​ After each turn, you will keep all racers in the same range bands and move them
forward one red section.

EXAMPLE: The race starts and the gm rolls for a racer and succeeds. They move
forward one white range band and the other racers remain where they are. The gm
uses two advantages to push another racer back one white range band. On the
next turn, the racer in the front will be moved into the second range band of the
next red section. The racers who didn't move will go into the first range band of
the next red section. The racer who fell behind will move to the fourth range band
of the first red section. So you are freezing them where they are at the end of a
turn and then move them all into the next red section retaining their spots.

5.​ Continue this system until the race is over. The gm may interject at various points
for narrative/story purposes. I.e. one racer is going to pull out an ion blaster and
try to take out another racer's accelerator.

Dice Outcomes

Successes/Failures: Move a racer one range band forward on a success. The racer
doesn't move on a failure. Extra successes won't add anything.
Advantages/Disadvantages: Slight narrative effects, add blue/black dice, minor effects to
swoops, minor environmental effects, assist other swoops. Can use 2 advantages to
force another racers to fall back one range band.

Triumphs/Despairs: Major effects to swoops, force a swoop to move forward/back 2


bands, major environmental effects. You need two Despairs to have a racer crash and be
out of the race.
*You don't want them all to crash super easily

Destiny Points: Narrative deus exachinas: gain an item, dangerous/lucky environmental


effect, find a shortcut, move a second racer forward. Or upgrade/downgrade dice.

Force Points: Force users may use light points to help a racer and dark points to hurt
them.

Common questions

Powered by AI

Players can advance their position by making successful skill checks, choosing relevant skills that align with their strengths. They can argue for skill usage, provided it's plausible for the racing scenario. To hinder opponents, players can use advantages from skill rolls to push other racers back by one range band. Additionally, destiny points allow for significant strategic maneuvers such as moving another racer forward or creating advantageous environmental effects. Employing triumphs and despairs also adds layers of strategic depth for major race alterations .

Destiny points serve as narrative tools, enabling players to introduce significant story elements into the race. They allow dramatic interventions or unforeseen advantages, such as finding shortcuts or upgrading dice rolls. Force points add another layer, with light points helping or dark points hindering racers, contributing to potential swings in race dynamics. These elements enhance narrative spontaneity and player agency, enabling them to craft desired outcomes or overcome setbacks through creative storytelling and strategic foresight. The inclusion of these points emphasizes collaboration between narrative creation and gameplay mechanics .

Track design, divided into sections with range bands, dictates strategic movement and positioning. The red section division structures the race into distinct phases, determining the turn order and frequency for each player. Within sections, white lines create range bands (short, medium, long, extreme), impacting racer placement and tactical decisions, like opt-in shortcuts at high difficulty. The layout's complexity, such as varied terrain types or strategic shortcuts, influences player decisions on when to push forward or leverage advantages to alter competitors' positions, enhancing the strategic depth of the race .

The system allows players to use any skill rather than limiting them to piloting, provided they make a logical argument for their choice. This flexibility ensures that players not versed in piloting can still contribute effectively, promoting inclusivity and balanced gameplay. The GM can veto skill choices lacking reasonable justification, maintaining challenge integrity. Additionally, fate points provide alternative strategic options, enabling players to influence race outcomes creatively. These rules collectively ensure that players with diverse skill sets remain competitive, even without direct piloting skills .

Dice outcomes directly shape player narratives and race dynamics by determining racer advancement and influencing race conditions. Successes advance racers, whereas failures stagnate them, impacting tactical choices going forward. Advantages and disadvantages prompt minor narrative and in-game effects like environmental shifts or aiding another swoop, while triumphs and despairs trigger major race-changing events, such as advancing multiple bands or causing crashes. Each roll thus becomes a narrative pivot point, weaving player decisions into the storyline and ensuring that race outcomes fluidly adjust with game mechanics and chance .

The system directs pacing and progression by structuring the race into laps, broken down by track sections (red divisions). Each section correlates with a turn per lap, ensuring every player has regular opportunities to interact with the race dynamically. This segmented format allows for calculated pacing, while the GM's narrative interventions add variability. Moving racers through defined range bands within each section on successful rolls maintains forward momentum. These mechanics ensure continuous action and engagement, setting a rhythmic flow that shifts based on players' strategic decisions and dice outcomes .

The GM ensures fairness by overseeing skill check validity, vetoing unwarranted choices, and adjudicating use of destiny points and force points. They maintain narrative continuity by managing racers' placement after each turn and introducing story elements at critical moments. They also resolve confounding race conditions, like environmental challenges or racer confrontations, ensuring that the narrative remains coherent and engaging. By balancing impartiality with narrative creativity, the GM guides the dynamic flow and ensures players remain immersed in a fair and evolving racing experience .

Shortcuts provide players with high-risk, high-reward opportunities to gain an edge over competitors by bypassing track sections with extreme difficulty rolls. These choices compel players to weigh potential benefits against the risk of failure, which could result in setbacks or lost position. This introduces a layer of decision-making where players must assess their confidence in skill execution, the current state of the race, and potential repercussions. Consequently, shortcuts shape tactical planning and risk management, allowing for strategic diversity and unexpected race developments .

The SWRPG Homebrew Racing System adapts traditional combat mechanics by utilizing initiative and actions similar to combat sequences but tailored to racing. Each racer has a turn per lap based on the number of track sections, and the race unfolds through turns akin to combat rounds. Players select skills and make rolls, mirroring combat skill checks, to advance racers and influence others on the track. The use of maneuvers and incidentals also parallels combat actions, but specific rules and rolls are adjusted for racing dynamics, like using advantages to gain race-specific benefits or setbacks, such as forcing opponents to fall back .

Racer tokens provide a visual representation of player progress and tactical positioning on the track, helping players keep track of racer status and hazards. Section naming adds strategic depth by outlining terrain challenges, prompting players to prepare and adapt their tactics according to descriptions (e.g., winding gorge or flatland with obstacles). These elements enhance cognitive engagement and strategic planning by allowing players to visualize and anticipate race dynamics, making strategic decisions rooted in both visual cues and race narrative, enriching the overall gameplay experience .

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