This is a stream of consciousness post…probably won’t make sense.
Does each player play their own car? Or are they in a shared vehicle?
Cause if each has their own car…making the run for the pearly gates is kinda separate. And can lead to that player being out…or restarting…possibility there…it is purgatory.
This video for building a borough…seems like a concept for designing a track/route/loop.
But beyond that…the goal is to have a car to outrun/ beat the devil. You want to start with saying 5 car concepts. All variations on speed, armor, handling, and weapons, fuel storage, upgrade points.
Each settlement/town has perhaps one upgrade and 1or 2 repair types.
When a track/loop is laid out, towns are placed at random.
Each portion of track has a guardian set at the beginning of the game, but after the towns and the players choose their vehicles.
Every time a player leaves a town they roll/draw one obstacle. So if 3 are on the same stretch at the same time there is the Guardian, 3 obstacles, and each other to deal with. If 1 car is on that stretch it’s one guardian and one obstacle.
Guardians can be defeated but they respawn one at a time as Player characters die and restart at the starting line with their default car.
Instead of continuing on the track, each town leads to the pearly gates…track to the pearly gates is 3 points…no upgrades and one repair type per. The Devil always has the same Car…1 point lower on every stat than the best max of every car. So the best speed car maxed out might be 6 speed, devil has 5. Best armor might be 6 devil has 5 armor.
So if the best car has 4 fuel…devil has 3.
2 rounds in town to upgrade, 1 round to repair/refuel.
The way I imagine this is depending on the route, players might try an early run, or do a lap around first before the pearly gate run.
First player character to complete 3 rounds around the track without having to restart…gets an alternative upgrade that they can use in subsequent races regardless of car.
After a winner of the race is declared, new track.
Design goal make it 90% chance of death going against the Devil with a 0 win racer…down to 40% with a 5 win racer.
If multiple racers have multiple wins, the obstacles and guardians become weaker compared to the racers…
First one through the Pearly gates resets all players to 0.
So if a race takes 2.5 hours or so at the beginning stages and 1.5 hours or so at the end stages….8 or 9 races for a true winner…
Some depth there. Replayability, as the PCs will start targeting the leader as they get ready for a pearly gate run.
Dice pool vs Counter action would probably be the dynamic. My weapon vs opponents defense…
There are ways to make this simpler, or more complex…winning in certain cars give player access to certain racer upgrades. Like the best weapon vehicle might grant targeting system +2 dice on all weapon rolls or exploding dice (every 6 rolled adds another dice to that roll)
Or reserve exploding dice as an option for a situational win…win after car exploded at least once during race.
Scrounging rules might be…
Each town has a scrounge TN for items they don’t have. Roll your scrounge pool vs the TN that you get as many of that repair item as dice meets the TN.
Oh…let’s say each guardian has a set number of miles of track…if you have a car speed of 6 it means top speed is D20. Speed 2 is D6. Acceleration is how many gears you can go through in a round. Your obstacles are how many rounds you spend on that track of road…you use up handling and tires to offset obstacles. Breaks are used to drop gears by more than 1
So say a stretch is 50 miles, and you draw 4 obstacles you could shoot for the moon at d20,D20 break d10 and then figure out the rest.
Fuel is used each time you up shift more than once…D4 to D20 uses 4 fuel.
Vehicles on the same track can shoot at any other vehicle or the guardian.
1 point of Armor soaks one damage, or they are hitting fuel, tires, handling, ammo. Player getting hits choice.
Might be nostalgic but the song Thunder Kiss 65 is the feel I have for this.
Anyway a bunch of random ideas…would require cards for the towns and guardians, character sheets for driver and the car.
Action mechanics should probably be driving or shooting…can’t shift, hit nitro, or break if you shoot.
Nitro adds a D10 and burns a fuel…upgrade item.
Anyway stuff to think on.