Wheel or Be Killed
(Working title of course)
A dystopian racing season as a TTRPG.
I have a deep loathing for F1 and the elitism surrounding it, but Drive to Survive is interesting because it’s more about relationships and storylines.
The race is the boring bit, let’s get back to how the two drivers have beef.
This is where you place your hand on my chest and stop me. “Matt we’ve got that already, you can go back to watching noir movies.”
Movies are a large touchstone for me. The seeding of this comes from movies like Rollerball, Days of Thunder, and of course Death Race 2000.
Basic Premise.
Each player plays two Wheelers, each on a different teams of two. Each also player plays a Team Manager of one of those teams. Every two weeks they’re sent to a new part of the glove. A new track is generated and they must Wheel or Be Killed.
If they’re unlucky enough to finish last, they are executed. Wheelers will die. Failing to excite the fans? Upsetting upper-management? Dead. During travel and off weeks players pursue relationships and goals in the lead up to their next race or execution.
That all sounds great Matt, but two drivers each? Sounds like races will take forever! Well that’s what we’re trying to avoid. Here’s some ideas.
- Time limit on races (once players learn the mechanics)
- Different, faster resolution mechanics for NPCs OR they each have their own style ala the Most Wanted. They simply succeed.
- But like what if that's the point. It’s fine if they’re long. There’s a lot of build up and every race matters. Longer races allow for tension and storylines within the race. That’s the goal right?
Some Mechanics I’ve thought about…
Current Track Generation.
Races are generated with a number of d6s. (10-20?) Throw them out. Put em in whatever order. 1s and 6s are harsh turns unless followed or preempted by 5s or 2s. Straightaways are 3s and 4s. Abstracted something like this:

Current Driving Mechanic.
Players roll 2d6 through each section of track. Rolling the track section (die) number is good. Rolling two of any number is great.
Another two Touchstones… the video games Wreckfest and Split/Second, lead us to...
"Advanced" Ideas…
I have no desire to make this game clean racing. Players can and should have moves during the race.
- Go for stunts to gain Nos.
- Corner Bomb or Pit other cars
- Set off rigged explosives. BUT NO GUNS! I love Death Race but come on. Get the guns off the car.
Things I’ve thought about…
- Harsh turns require… something.
- Taking an aggressive or safe driving line?
- On Track Moves vs Off Track Moves
- Navigators? (Like Rally Racing)
- Learn the track layout ahead of time (dice order) could lead to changing the car setup (below - incorporating something akin to car fiddling!)
This is ripped right out of Wreckfest.
Differential - Open, Standard, and Locked
Suspension - Soft, Standard, and Stiff
Gear Ratio - Short, Standard, and Long
Brake Release - Rear, Middle, and Front
My intention is not to make a simulation. If this makes it out of blogpost hell, my goal is to create a cycle of play that resembles something closer to Night Witches instead of Formula D.
Here’s the rub. I don’t know a damn thing about cars, so I’m gonna have to do some research.
I’m gluing a gear to my head as I write.