XXX Days in a Death Race

Parents
DEATH RACE 20XX-500: SURVIVE, THRIVE, DRIVE by D. E. Chaudron

Hundreds of miles to Safetown (200 Days) by Chris Hallberg

Game Text
You’re all in this death race together: an infamous, grueling course that marathons across the continent and can take over a year to complete. It’s riddled with obstacles which have claimed the lives of many. The journey is full of opportunities that change the lives of those that survive.

Each player has a d10. Each player describes their Racer, their Vehicle, and the Ambition. Consider the following examples:


 * the jaded motorcyclist with a family to save;
 * the bounty hunter with a tank and a huge contract on another racer;
 * the thinly veiled Fury Road reference;
 * the veteran race car driver with too many enemies and debts for the normal circuits;
 * the pissed mom with a minivan full of snacks and weaponized soccer balls;
 * the inventor looking to test their latest piece of mad science tech;
 * the thinly veiled Speed Racer reference;
 * the e-bike courier who just wants to feel something again.

This race will last a number of days equal to the number of players multiplied by 50.

Once each player briefly introduces themselves, the race begins. Each player rolls their die and compares the result to all other players.

When at least two players roll the SAME RESULT, the Racers share a powerful moment of camaraderie in the chaos of the race. If the result is 7+, then the Racers experience genuine love in this moment.

When your result is HIGHER than another player’s, then you gain distance on them. They describe the obstacle that hindered them and suggest why you were able to make it past. What sacrifice do you make to keep them in the running? Only choose one other Racer for this prompt. If the difference is 4+, something is strange about this obstacle: the race is supposed to be lethal, but something is sinister here. What do you discover? Both players may answer.

When your result is the LOWEST, you clash with a non-player Racer. Who are they, what do they want, and do you save them from dying? Consider the following examples:


 * a corporate stooge sent to televise the race;
 * a long-lost family member of another racer;
 * a beautiful stranger who steals your heart—and supplies;
 * a desperate driver who needs this a lot more than you do;
 * a sadistic killer who keeps coming back to the race for the fun of it;
 * a hopeless rookie with nowhere near enough fuel or food to make it to the end;
 * a grizzled legend on their last leg and breath.

Based on your die result, consider answering the corresponding question:


 * 1) What must you tragically leave behind?
 * 2) For everyone: Describe the landscape of this area.
 * 3) What secret threatens to break the seal of your lips?
 * 4) Describe the soundtrack of this scene.
 * 5) For everyone: How pass the quiet nights that follow?
 * 6) What innovative way do you cooperate with a fellow Racer?
 * 7) What stroke of luck—good or bad—changes the race?
 * 8) For everyone: describe your Racer’s outfit.
 * 9) What ghosts from your past haunt you and why now?
 * 10) What do you find that restores a sliver of hope?

The sum of all dice rolled equals the number of days that pass before the next major obstacle. Once the action of the rolls has been resolved, collaboratively tell a quick wrap-up to this section of race and the time that passes. Roll again and repeat the process. The race will last about ten rolls.

The final roll is the roll which will raise the sum to or over 50 x the number of players. Once the results of the roll are all resolved, as above, then the race is over. Describe the fallout: did you achieve what you set out to? What did you gain? What did you lose? What do you do now?

Analysis
Both DEATH RACE 20XX-500: SURVIVE, THRIVE, DRIVE and Hundreds of miles to Safetown (200 Days) describe long, difficult journeys. XXX Days in a Death Race blends this element from both parents. DEATH RACE 20XX-500: SURVIVE, THRIVE, DRIVE passes on its main setting: a grueling and lethal race. Both parents use open-ended and leading questions over set increments to drive exploratory, collaborative, GM-less play.

Hundreds of miles to Safetown (200 Days) passes on the core mechanic of rolling dice to represent the passage of time and using the comparative results to describe events that pass. XXX Days in a Death Race uses d10s instead of d20s and uses of a total of [players] x 50 days instead of the flat 200 in order to accommodate more than two players, since Hundreds of miles to Safetown (200 Days) is specifically a two-player game. Hundreds of miles to Safetown (200 Days) also introduces an additional layer of emotional and relationship drama to XXX Days in a Death Race.

Children
None.