The other drivers. The bar fights. The side plots. The outlaw 1970s culture and scene. Drivers smuggling narcotics. Someone's brother is a bank robber. Girlfriends and sisters. Divorces and weddings. Other drivers' stories: one in the hospital with bills to pay, another taking up trucking. The gas crisis. The sport's slow decline into the 1980s, when corporations and TV networks move in, shut down the small tracks, and the local version of the sport starts to fade away.
Let's say I wanted a painfully specific role-playing game genre, like American stock car racing in the 1970s. I don't think any game has ever been written like this, and likely fewer than five people in the world would ever play it.
Not a problem for GURPS.
I can start this right away.
Oh, but the soundtrack I could put together for this would be amazing; just pick any 1972–76 Southern rock playlist. The sideburns, the garage-hacked-together freak-jalopies, the smell of beer on the carpet, orange Formica furniture, post-Vietnam War malaise, Tang, kids running around watching Saturday morning cartoons, and spending the whole week in the garage getting ready for another hick-town small track event where the payout for finishing in the top three barely gets you through the week.
The stories of outlaw racers in a world that is quietly coming to an end.
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| Be thankful it's not AI. -Hak |
GURPS can do this easily. I could start this right now; the game already supports it. The only money I would need to spend is on reference material, a few movies from the era, and other non-game entertainment. I have no plans to actually run it, but if someone else wanted to, the grease-covered tools are in the toolbox. But who knows? This sounds fun, and unlike many other games, GURPS lets me start a game like this instantly.
5E would take more work. It has weaker built-in support for the non-combat stuff, and you'd probably end up needing a custom book or a pile of house rules. Position gains might turn into some kind of "gas points" attack against the AC of the car in front of you, or a skill check that still needs extra scaffolding. No classes or subclasses support this game. You could hack something together, but you wouldn't have the disadvantages, the skill defaults, the vehicle and mechanic rules, or the margin-of-success math already sitting there waiting.
Even racing in GURPS (and I know the rules exist somewhere), I could break a race into a series of skill rolls every 10 laps and let the margin of success decide how much position you gain or lose. A 40-lap race is four rolls. High-margin results move you up through the pack. The mechanic also makes skill rolls every 10 laps to keep the car together. You might be in the lead, but the mechanic's sloppy gasket job means you blow the engine, load the car back on the trailer, and go home short a week's wages. All of that with the soundtrack playing and the sounds of the race in the background.
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| Top fuel, extra spicy! -Hak |
For NPC teams? Pick the top three NPC competitors, give them unique names, looks, and personalities, names like Bud, Reggie, and Cletus, and skills for driving and their mechanic. Maybe roll a flaw: always bad tires, redlining the engine, dirty windows, melting the brakes, drives on a few beers, eats in his car, or the car falling apart. Pick something fun and silly. When Cletus passes you eating a bowl of chili, it will be worth a laugh.
You could do this in BRP or Savage Worlds, and those would work fine. But GURPS gives me the grit and detail, the messy characters who feel real, and the level of immersion in the era the system just hands you. In my experience, GURPS also handles non-combat adventuring and social interplay extremely well, where other games can feel like they are waiting for combat to begin. GURPS can be one of the most patient games out there, and some sessions can be engaging and fun without one turn of combat, and they often are.
Many games fail the "is non-combat fun?" test. GURPS can run many types of games well, especially cerebral, social, and mechanical ones.
I do not need any time to get this started; just my source material, and I could generate a character, pick a car, and drop into the middle of a small-town weekend race. The best way to start is in the heat of the action. My driver has problems, bills to pay, people who depend on him, and a nasty addiction to overcome. All of these are already in the GURPS rules, and I know each disadvantage by heart.
Just as a writer fluent in language can create infinite worlds, being fluent in GURPS opens up infinite worlds.
Start your engines...










