You are on page 1of 34

by Tristan B Willis & Pete Volk

The air screams around your helmet as your hurtle past


the final turn and towards the finish line. Your best
friend looks to make a pass that could take both of you
out. Do you play it safe and risk losing, or play for
glory and risk everything?

Trophies are nice, but racing careers are short and


you’re here to build something that lasts. Is that a
group of loyal fans who follow your every move? A long
list of sponsors willing to keep you comfortable long
after your racing days? Or just one meaningful
connection with a teammate, a rival, a friend, a lover?
Winners get champagne, legends last forever.

This game was framed with some touchpoints (real life


motorsports as well as movies like Speed Racer, The
Fast and the Furious, and others), but feel free to
expand or translate the setting into whatever
you are interested in. You can play as motorcycle
racers in a modern setting, mech racers
in a cyberpunk setting, spaceship racers
in a sci-fi setting, or anything else you
can think of.
You’ll need 3-6 players. Set aside 2-4 hours to play, bearing in mind that
more players usually result in longer games.

Materials:
One copy of this playbook for each player
A way to indicate your character details to others - a tented index
card, space on a digital table, a pinned note in a Discord server, etc
Coins to flip
2 different types of tokens, coins, or any way to track positive and
negative outcomes for each scene

Before starting the game, make sure everyone is on the same page in
regards to Your Duties (pg 4) and Responsible Play (pgs 5-6).

To begin the game, create and introduce your characters (pgs 7-10).

During play, take turns around the table. On the first series of turns,
everyone starts with the solo scene Practice (pgs 15-16). Then continue
around the table - on your turn, choose another player and a scene (list of
scenes - pg 14) to play with them. Go around the table at least once (not
including the Practice round), and as many times as you want.

To end the session, read Ending the Session (pg 13). One session of play
counts as one season of racing.
Be the best racer you can be. But remember: you aren’t just competitors,
you are entertainment icons.

Race hard. Create drama. Fall in love with your enemies, ally with
your rivals, fight with your friends. Do whatever you need to cement
yourself as a legend of the sport, on the track or off.

Play easy, play fair, and always let other players make their own decisions.
Try to get your characters in messy entanglements and communicate with
each other as players to make sure you’re on the same page (even and
especially when your characters aren’t). Play for what’s most interesting,
not just what’s most likely to help you “win.”

Be a fan of each other and stay curious. Whenever anyone asks you a
question about your character or the situation, answer it. If you don’t know
the answer, make it up. If you’re having a hard time making something up,
ask for help (but you always get the final say when it comes to how your
character behaves).

If you find that you’ve missed a rule or played a scene incorrectly, just try
to go along and do what seems most fair. You can always work out what
should have happened later, when you aren’t playing.

And also important - this is a game, have fun.


Responsible
Play
Just like real racing, Superstars: Racing Icons requires trust,
even with those you’re competing against.

There are real race car drivers in our world. Don’t play as them. Create
fictional characters instead of pretending to be real people. This game
can involve romantic encounters and emotional stakes, and pretending to be
a real person robs them of their agency. If you’re inspired by the personality
of a favorite race car driver, see if you can employ their style or attitude to
create someone completely new. Again - do not use this game to play real
people.

Decide a rating for your game.

We primarily use the X-card in play with trusted friends and have provided
instructions for using it on the next page. That being said: Take care of each
other. There are a variety of ways to play responsibly, and the X card may not
work for you and your group. Preparing yourselves for navigating discomfort
and harm means you have tools for when it arises. Use the tools you need to
care for each other and make sure to pay attention to each other - the game
should never supersede the humanity of the people playing.

Since this game can involve flirting and romantic advances as well as fast
vehicles and dangerous track advances, we suggest looking into Lines and
Veils. We also suggest looking at the TTRPG Safety Toolkit by Kienna Shaw
and Lauren Bryant-Monk for more safety resource options -
bit.ly/ttrpgsafetytoolkit.
Take your index card or piece of paper and write an X on it. If at any point
someone doesn’t like or is uncomfortable with a moment or scene, they can
tap or lift the X card. When someone does, discontinue and move on.

There are plenty of moments and scenarios in this game; use the X card
liberally, whenever you don’t want to engage with something, regardless of
why or whether you’re in the scene. The X card does not have to replace
talking if someone would like to discuss the content or adjust it, but if
someone does use it, respect them and move forward without lingering or
asking them to explain.

Playing online?
Try typing an X or X emoji in chat, saying X Card, or a gesture everyone can
do on video. This only works if everyone’s paying attention and feels able to
express their discomfort, so be attentive as you play. If you use Roll20, the
person who set up the room can create an X-card macro (instructions by
Steve Huynh (@DeeEmSteve) with the support of his friend, Jake in the
TTRPG Safety Toolkit).
Take turns introducing your characters.
Whoever is ready first can go first, then
continue clockwise.

On your turn choose a background, three


traits, your name, and your pronouns. After
everyone has shared these details, go back
around the table. One by one, each player
determines and names their relationship to
the person on their left. You can choose from
the list provided, or come up with your own.
Finally go back around one more time and
state your goal for the season.

Put your details in a place easily available to


everyone - this can be a tented index card, a
designated space on a digital table, a pinned
note in a Discord server or anywhere else
accessible to all players.

Alternative play: to make character creation


even more collaborative and potentially give
yourself something surprising to play with,
have each player decide the third trait of the
person to their right.
(Pick one)

The Gearhead - If you weren’t racing, you could’ve


been a mechanic. You love practice, tinkering with
the vehicle, and discussing the most minute details
with the engineers.

The Rookie - New to the league and eager to


prove yourself, you’re the kid everyone’s watching,
waiting to find out whether you’re a true contender.

The Legacy - Maybe you’re here on your own


merits, but everyone’s still comparing you to the
famous family member who got here first.

The Prankster - Goofy and loveable, you’re always


messing with your fellow racers, the media, and
your fans.

The Veteran - You’ve been here the longest, you


know how it all goes, and everyone won’t stop
asking you when you’re gonna retire.

The Fan-Favorite - Win or lose, the fans (and the


media) cannot get enough of you.

The Defending Champion - You’ve proven


yourself, but can you maintain your place atop the
sport? What’s a title without your name in the
record books?

The Underdog - Expectations for you are low, but


everyone loves … well, you know.

The Bully - Winning is all that matters, and you’re


gonna be a winner, no matter what it takes -- on or
off the track.
The person to your right
determines their
relationship to you. Be
flexible with each other.

Examples:
Mentor or Mentee
Teammate
Former teammate
Idol
Childhood friend
Rival
Family member
Ex
Or something else!

(Pick three)

Aggressive, Boastful, Brooding,


Charismatic, Charming, Confident,
Conflicted, Diplomatic, Disciplined,
Down-to-earth, Easy-going,
Famous, Fashionable, Fearless,
Fiery, Funny, Good Sport, Graceful,
Intense, Loner, Loyal, Media Savvy,
Patient, Perceptive, Perfectionistic,
Proud, Quick, Rich, Shy,
Sophisticated, Striking, Strong-
willed, Team Player, Trendy
Your character should be working towards a goal over
the course of the season. Pick one of the options below
and add detail, or come up with your own.

You may not pick winning the championship as


your goal. If your goal involves another player
character, be sure to discuss it with them beforehand
and make sure you are on the same page.

Examples:
Landing a specific sponsor
Becoming close with a specific player character
Starting my own team
Joining a specific team
Landing a movie deal
Hitting 1 million social media followers
Launching a new clothing line
Innovating a specific vehicle part
Setting a lap record at a specific course
Playing
The Scenes
After introducing characters, everyone plays
Practice (pgs 15-16), continuing clockwise as
before. After everyone has played Practice,
continuing clockwise, choose the scene you’d like to
play on your turn freely.

For each scene (except Practice) you will pick


another player to be in the scene with you. If you’d
like, a player can play an NPC for you, but try to only
do this a maximum of once per session - prioritize
playing scenes with other player characters. Some
scenes allow for others or everyone to join in, but
you will still pick one partner as your preliminary
focus for the scene.

You can choose any player you want, but keep in


mind which players have appeared in more scenes
and which have had fewer opportunities for play.

You can choose any scene you want. Between turns,


you can flip through the scenes and plan for the one
you might want to play next.
The scenes function as mini-games, At the end of each scene, the chosen
with their own unique set of partner will decide whether it went
instructions. The scenes are structured well or poorly for the player who
around prompts: when you choose picked the scene. When deciding
one, include as much detail and life as whether the scene went well, keep in
you feel you can. Use what happens mind the player’s chosen goal for their
in one scene to drive the next. If character. If it went well, award a
you have a grudge coming out of a positive token. If it went poorly, award
race, lean into it at a Party. If you’re a negative one. “Tokens” could be as
sure someone is flirting with you at a simple as coins where heads are
Party, try Stealing Time Together, and positive tokens and tails are negative
so on. ones, or tally marks where green are
positive and red are negative - use
When it’s your turn, indicate how long whatever works best for you and your
has passed between the previous table. These will come back when
scene and the next one. This might be ending the session.
a moment, or a month, but bear in
mind the racing calendar usually takes
place within a one-year period
(depending on the galaxy and
calendar). A six month jump on the
second scene might be a little much.
After every player has had at least one
turn picking a scene, anyone can ask to
end play at the end of a player’s turn.

First, resolve your character goals.


Subtract the negative tokens from the
positive ones. Use this number to
determine whether or not your
character accomplished their goal, and
how successfully they were able to do it.
For example, a very positive number
could suggest a relatively easy
completion of your character’s goal, a
slightly positive number could suggest a
partial completion or a completion with
consequences, a slightly negative Finally, vote for who you believe was the
number could suggest a partial failure champion of this season of racing. If you
or a near completion, and a very play another session with the same
negative number could suggest a total characters, they are the new Defending
failure. Go around the table and Champion.
describe if and how your character
completed or failed their goals. If you’d like to round out the session
with something silly and fun, you can
Make space for any unresolved recreate a “best team radio”
questions you have about the season. compilation. One-by-one, go around the
Say what you think the possible table and share something funny or
outcome could be. The others can surprising your character would have
contribute possible outcomes as well. said to their team over the radio (or vice
Leave it unanswered, let the players in versa) at some point during the season.
charge of the characters involved You can call back to a funny or dramatic
decide on the outcome, or vote on the moment from play, or make up a
outcome - whatever feels right is fine! completely new situation.
Practice (pgs 15-16)
A Disagreement Through The Press (pgs 17-18)
An Event With Food (pgs 19-20)
A Party (pgs 21-22)
Stealing Time Together (pgs 23-24)
Meeting Wheel-to-Wheel (pgs 25-26)
A Dangerous Pass (pgs 27-28)
A Free-For-All (pgs 29-31)
practice
Play this game solo. Choose what you’ve been doing, then choose what’s
happened (options listed below and on the next page).

Because of these events there’s something about you, some detail of your
mood, your actions, your appearance that everyone else might notice. Decide
what that detail is.

Because of these events there might be something, some news or gossip, that
everyone else has heard. Decide whether there is and, if so, what it is.

Tell people what they’ve noticed about you and, if anything, what they’ve heard
about you. You can tell them what happened during practice if you want.

Finally, describe your vehicle to the other players. The look of your vehicle is
very important to your brand as a driver, so be as detailed as you can when it
comes to color scheme, logo design, vehicle design, advertisements,
accessories, etc.

You’ve been entertaining a potential sponsor at the team facility…


...and they’ve proven supportive as long as you keep a clean image.
...and they’ve decided to sign on but you worry they’re keeping
something from you.
...and they’ve had outrageous expectations of you and the vehicle.
You’ve been meeting in secret with the head of another team…
...and you’re planning your next move.
...but for you it’s just a ploy for the rumor mill.
...but for them it’s just a ploy for the rumor mill.
You’ve been spending extra time in the garage with the mechanics…
...and you have a better understanding of the vehicle.
...and you have a better relationship with the team.
...and the team is sick and tired of it.
You’ve been trying out a new part on the vehicle…
...and your times are faster but it feels worse.
...and your times are slower but it feels better.
...and it’s all you’re focusing on.
You’ve been studying past races…
...and you’re aware of every flaw in your racing.
...and damn you look good.
...and you picked up some of your rivals’ tendencies.
You’ve been hosting fan events…
...and your fans are starting to act like they know you better than they
do.
…and getting caught up in how much your fans love you.
...and a fan beat you in a virtual race.
You’ve been taking some time away from racing…
...and you’ve come back refreshed and ready to take on the season.
...and you’ve come back with new priorities.
...and you’ve come back with a new pre-race ritual/hobby/superstition.
You’ve been spending a lot of time in the simulator…
...and you’ve nailed that one turn that gave you problems.
...and you’ve lost the feel for the real thing.
...and you already know you’re going to hate the new track.
You’ve been busy with your PR team…
...starring on the screen.
...hiding a scandal.
...prepping your new fashion line.
You’ve been rehabilitating after an injury…
…and you’ve come back a better driver because of it.
…and you haven’t quite gotten the feel of the vehicle yet
...and now you’re a little more hesitant in the vehicle.
A Disagreement
through CONDUCTING THE DISCUSSION
Audience - take turns posing

the press challenges (listed on the next page) to


the drivers in disagreement. Each
audience member will pose one
SETUP challenge. Audience members can read
Everyone plays. Choose a partner the challenges word for word or
to be in disagreement with. roleplay them. Both drivers must
Decide with your partner the root answer each challenge. Audience
of your disagreement, where you members decide who goes first, or let
are, and who else is present. one of the drivers volunteer.
Ideally a majority of the other
players should play members of Once both drivers have answered, the
the press, but they can also play audience member who posed the
other drivers or team members, challenge awards one point to the
fans, sponsors, and so on. person they think gave the best
answer. Just tallying each person’s
Both the player who chose this points on some paper or keeping track
scene and their chosen partner in chat is fine. If either driver goes on
answer: what does the other too long, the audience can cut them off
character notice about you? (snarky comments and pointed
What have they heard? rhetorical questions optional) and
award one point to their counterpart,
You and your partner each state or just ask them to kindly wrap up.
your position. Everyone else
takes the part of your audience. The two drivers are not allowed to
interrupt or rebut one another. If
During the discussion, anyone either interrupts the other or tries to
can ask anyone for details about get in a rebuttal when it’s not their turn
the setting, occasion, and to answer, cut them off at once and
circumstances. award one point to their counterpart.
ENDING THE DISCUSSION
After three challenges, the drivers in disagreement compare points. Whatever
proportion of points they each hold, they can be confident that, if they were
forced to commit, the same proportion of the audience - press, fans, other
drivers - would side with them.

Chosen partner: decide whether the scene went well or poorly for the player
who picked the scene. Award them a positive or negative outcome token.

Please express your position in the form of a slogan that people can
rally behind.
Please explain how your position is best for the sport.
Please explain how your position is the best for the fans.
Please explain how your position is best for you and/or your team.
Please explain why your opponent’s position is dangerous or sets a
bad precedent.
Please explain why your opponent’s position is boring or cowardly.
Please explain how your position carries the weight of tradition, law,
and social order.
Please explain how your position is the most urgent and expedient.
Please explain how your position best serves the neglected interests
of the underrepresented or underprivileged.
Please express your commitment to your position, even if it’s not
actually “true” or “right.”
Please explain how your position is the most just and equitable.
Please explain how the other position has merit and is worth real
consideration.
Please explain ____.
Please make a personal attack on your counterpart.
SETUP
Choose a partner. Ask your partner how you two came
to be eating together. Is this a fan event, a premiere of
a documentary about your team, a drivers’ buffet on
race weekend, something else? Other players can join
freely, if it makes sense for their characters to also be present at the event.

Both the player who chose this scene and their chosen partner answer: what does
the other character notice about you? What have they heard?

During the event, anyone can ask anyone for details about the setting, occasion, and
circumstances.

CONDUCTING THE CONVERSATION


Take turns. The person with the lowest social standing takes the first turn. If this isn’t
clear, have your chosen partner choose who takes the first turn at whim.

On your turn, choose one or more of your conversational partners and choose an
action:
Ask a topical question (listed on the next page)
Engage in actual improvised conversation;
Pass, saying instead something about the food;
Leave the conversation.

ENDING THE CONVERSATION


End the conversation either when everyone has passed in a row, or when everyone
has left the conversation but one.

Chosen partner: decide whether the scene went well or poorly for the player who
picked the scene. Award them a positive or negative outcome token.
I make a social blunder. Do you let Feel free to bring any of these topics
me recover gracefully or do you (or any topics of your own) into the
hold it against me? conversation:
I’m feeling expansive. What do you A new proposed rule or regulation
want to know about me? (ex. new equipment regulations, a
I’m feeling generous. What favor track change, more or less practice
do you ask me? time, etc)
I hope you don’t bring ____ up. Do Drama from the last race (ex. a
you? tight pass or a crash, a
I need you to come clean about controversial disqualification, etc.)
____. Do you? The upcoming race (ex. track
I accidentally spill the secret that specifics, a famously difficult turn,
____. I cover it gracefully, but do you history of the track, etc.)
pick up on it anyway? Offseason rumors (ex. new money
I notice something new about you. coming in, potential new driver,
What? team changes, etc.)
I’m trying to keep you occupied Travel (ex. a grueling schedule, hot
while ____. Do you go for it? spots in the city, your yearly
I hope to find common ground fling/tour guide, etc.)
with you about ____. Is there any? Someone who keeps bending the
I need you to reassure me about rules (ex. dangerous passes,
____. Can you? questionable equipment changes,
I hope to convince you that ____. breaking curfew, etc.)
Can I? Sponsor obligations (ex.
I hope to get you to commit to ____. commercial shoots, parties,
Can I? entertaining a wealthy sponsor,
I have a positive/negative reaction etc.)
with the wait staff. How do you Fan expectations (ex. fan events,
respond? race results, the things they don’t
know from behind the scenes, etc.)
SETUP
Choose a partner. Ask your partner how you two came to be partying together.
Is this a formal dance? A night out at a club? Are you dancing together, seated
in a secluded booth, in the midst of a raucous crowd? Other players can join
freely, if it makes sense for their characters to also be present at the party.

Both the player who chose this scene and their chosen partner answer: what
does the other character notice about you? What have they heard?

During the party, anyone can ask anyone for details about the setting, occasion,
and circumstances.

CONDUCTING THE PARTY


Ask each other questions (listed on the next page). Each of you gets to ask your
partner two questions, taking turns, and then the party ends.

If other players have joined the party, they also get to ask two questions each,
choosing who they ask each question. Perhaps the cycles of the party bring
drivers to different partners. If other players join the party, take turns around
the circle.

The worst dancer asks the first question, or the player who picked this scene
can decide who asks the first question at whim.

ENDING THE PARTY


Once every player has asked two questions each, the party ends.

Chosen partner: decide whether the scene went well or poorly for the player
who picked the scene. Award them a positive or negative outcome token.
I share how I honestly feel about ____. Do you agree?
A fan approaches and makes me uncomfortable. Do you intervene?
I mention a charity is running an auction for a night out with me. Do you
bid?
You laugh. At what?
I have something in my teeth. Do you tell me?
You leave to get a drink. Do you offer to bring me one?
My emotions get the best of me and I lash out at ____. Do you intervene or
take my side?
At this moment only I can hear you. What do you say?
Suddenly I ____. How do you respond?
My face is close to yours. Do you turn toward me, or away?
Something about me catches your eye and your look lingers. What is it?
The party’s cycle separates us. When we’re brought back together again,
how do you react?
My hair has fallen in front of my eyes. Do you touch my face?
This moment in the party allows me to step close to you and linger very
near. Am I welcome?
During a dance, you may place your hand upon my elbow, my shoulder,
my waist, or my hip. Which do you choose?
I lose my place in a dance. Do you let me stumble, or do you help me back
into place?
You have the opportunity during a dance to draw me close and hold me
for a moment. Do you take it?
The progression of the dance brings you to a new partner. Whom? When
the dance brings you back to me again, are you pleased or disappointed?
When the dance ends, will you stand with me or rush away?
SETUP
Choose a partner. Only you and your partner play. Ask them how you two
came to be stealing time together.

Both the player who chose this scene and their chosen partner answer: what
does the other character notice about you? What have they heard?

During the liaison, anyone can ask anyone for details about the location and
circumstances.

CONDUCTING THE LIAISON


Converse as you like, naturally. During the conversation, either of you may,
whenever you like, begin an exchange by making an advance (listed on the
next page). The other then makes an answer to conclude the exchange.
Return to conversation or advance into the next exchange as you like.

ENDING THE LIAISON


After the third exchange, a player may interrupt you by having someone else
enter the scene. Otherwise, continue until you part or draw a curtain on what
follows.

Chosen partner: decide whether the scene went well or poorly for the player
who picked the scene. Award them a positive or negative outcome token.
I want to reveal a secret to you, You may.
something only a few people know. You may, but first I want you to
May I? ____. Will you?
I want to check out what’s under You may, but first I want to ____.
the hood… of your vehicle! May I? Do you mind?
I want to place a friendly wager on You may, but only for a
something trivial. May I? moment.
I want to share a piece of media You may, but only for a
that’s important to me. May I? moment, and then I withdraw
I want to learn something new to a less charged distance.
about you. May I? You may, but only for a
I want to show off a special skill not moment, and then I break off
many people know I have. May I? and depart.
I want to touch your fingertips. You may, but at this moment
May I? we’re interrupted.
I want to rest my head on your You may, and let’s draw a
shoulder. May I? curtain upon what follows.
I want to hug you. May I? You may not, but instead I
I want to hold your hand. May I? [make an advance]. May I?
I want to adjust your hair. May I? You may not, and I withdraw to
I want to touch your cheek. May I? a more comfortable distance.
I want to touch your thigh. May I? You may not, and I break off
I want to kiss you. May I? and depart.
Meeting
Wheel-to-Wheel
SETUP
Choose a partner. Only you and your partner play. This will be an
unsanctioned race, a “friendly” head-to-head competition to show who’s really
better behind the wheel. It could be a street race or take place on an existing
track. Decide together which it is and add flavor based on your setting.

Both the player who chose this scene and their chosen partner answer: what
does the other character notice about you? What have they heard?

During the race, anyone can ask anyone for details about the location and
circumstances.

CONDUCTING THE RACE


To open the race, ask a leading question (listed on the next page). The more
experienced racer begins. If you don’t know which of you that is, flip a coin.
Take turns asking leading questions, back and forth. At any time after the third
leading question, either of you can choose to ask one of the closing questions
(listed on the next page) instead.

ENDING THE RACE


Keep asking questions back and forth until an answer ends the race. Note
that some of the leading questions might end the race, depending on the
answer.

Chosen partner: decide whether the scene went well or poorly for the player
who picked the scene. Award them a positive or negative outcome token.
We pass close to each other before getting into our vehicles. What do you say to me?
I rev my engine before we start, showing off. How do you respond?
You graze me, swiping me along the side or across the front. Do you press your
advantage or give me a moment?
I have the inside line on the next turn. Do you submit and let me pass you, or
challenge for the position?
I try to ____. Do I succeed? How do you respond?
We’re side by side on a long straight. What do you yell at me before we approach the
next turn?
My vehicle damages yours, causing a part to fall off. Do you withdraw or press on?
I feint to give myself an opportunity to embarrass you. Do I tempt you, or do you
recognize the ploy and hold steady?
I fully send it on the next turn, braking extremely late to gain position. Do you give
ground readily or begrudgingly?
I lose my grip and you have an opportunity to send me off-track. Do you take it?
We enter a turn on the exact same line, our vehicles locking together and beginning
to spin. Does it exhilarate you or chill you?

You catch my vehicle with yours on the inside of a turn. If you continue forwards
you’ll take me out of the race. Do you plow through or allow me to finish the race?
I make an ambitious pass on the last turn, but leave myself open for a risky counter-
attack. Do you take it? Does it work?
On the last leg of the race I try to take you out. Do you swerve to avoid me or take me
with you?
I collide with a hazard and seem like I need help. Do you finish the race without me
or pull over?
A Dangerous
pass
SETUP CONDUCTING THE ATTACK
Choose a partner. Only you and your Take turns making demands (listed on the
partner play. It’s the last sector of the last next page) of each other. The attacker
lap, and one of you is moving in on the makes the first demand. When you make
other, trying to get the advantage. Decide a demand, you choose whether to
with your chosen partner who of you is demand submission or retiring. In your
the attacker and who is the attacked. demand, you must name one of your own
at-risk vehicle parts.
Both the player who chose this scene and
their chosen partner answer: what does If you submit, you will allow the other
the other character notice about you? driver to pass you and fall behind. If you
What have they heard? retire, you do not finish the race.

Both players name three vehicle parts at- ENDING THE ATTACK
risk. Some examples could include but The attack ends either when one of you
are not limited to: tires, front wing, accedes to a demand, submitting or
brakes, right arm (mech), left leg (mech). retiring, or when one of you loses the last
Be prepared to describe each one’s at-risk vehicle part, in which case you
appearance and overall wear-and-tear at must immediately retire. Choosing certain
this point of the race. Be prepared to demands may also finish the attack early,
describe your appearance and overall if it fits narratively.
wear-and-tear at this point of the race.
Chosen partner: decide whether the
During the attack, anyone may ask scene went well or poorly for the player
anyone for details and circumstances of who picked the scene. Award them a
the race. positive or negative outcome token.
Submit / retire now, or my ____ hurtles into the side of your vehicle.
Submit / retire now, or you impede my vision and I swerve into an obstacle,
smashing my ____.
Submit / retire now, or I’ll brake late and miss the apex of the turn, sending
my ____ into an obstacle with a loud crunch.
Submit / retire now, or my vehicle slides up onto yours, nearly grazing your
helmet before spinning off and striking my ____ with frightening force.
Submit / retire now, or you force me off-track, scraping my ____ against an
obstacle.
Submit / retire now, or you swipe across the front of my vehicle, harming
my ____.
Submit / retire now, or we spin out together, breaking my ____ and allowing
another driver to pass us.
Submit / retire now, or you kick up a load of debris, damaging my ____ and
narrowly missing my ____.
Submit / retire now, or you use the slipstream to pull alongside me, grazing
my ____.
Submit / retire now, or you target my ____ and ruin it.
Submit / retire now, or you flip my vehicle, demolishing my ____.
Submit / retire now, or I’ve put myself in a vulnerable position, and you can

finish me off by destroying my


Rear wing ____.
Submit / retire now, or you
____, damaging my ____.
Cockpit
Suspension

engine

Brakes
front wing
SETUP
Choose a partner, but everyone plays. Everyone’s characters meet, in your
vehicles, to race. Ask your chosen partner where the free-for-all takes place -
both physically where and at what point in this race.

Both the player who chose this scene and their chosen partner answer: what
does the other character notice about you? What have they heard?

During the free-for-all, anyone may ask anyone for details about the location,
landscape, and circumstances.

CONDUCTING THE FREE-FOR-ALL


Go around the table. In groups of three or less players, each player gets two
turns. In groups of four or more players, each player gets one turn. The player
who chose this scene goes first. On your turn, choose another driver and give
them a challenge (listed on the next page). They answer it freely.

ENDING THE FREE-FOR-ALL


When everyone’s had their turn(s) to make challenges, and it comes back
around to the player who chose the scene, choose an end (options on pg 31).
Choose the one that best fits the action up to that point - be fair. After the free-
for-all, if the race has left anyone with unfinished business, a grudge, a vehicle
issue, they should bring it into their next game.

Chosen partner: decide whether the scene went well or poorly for the player
who picked the scene. Award them a positive or negative outcome token.
I dive aggressively into the next turn, putting both of our vehicles at
risk. Do you adjust your approach? How?
I surprise you by braking early, allowing me to accelerate more
quickly on the next straight. Can you react in time and get away?
How?
I rush you on a long straight. I’m faster than you’d believe. Can you
keep me behind you? How?
I’m on your back and I outmaneuver you at every turn. Can you
shake me? How?
I hold back, setting you up for my teammate to pass. Are you able to
evade? How?
I go earlier than expected to the pit stop, giving myself an alternate
strategy. Do you adjust yours to match or stick with the original
plan?
My lap times keep getting faster and faster, as the gap between us
gets smaller. As I pull closer, can you hold me off? How?
I do ____. Can you survive it / dodge it / hold me off? How?
I get the drop on you and surprise you on the inside of the next
turn, sliding into you. Can your vehicle take it? How?
We are three-wide in a long straight, with another car sandwiched
between us. I pull back to try and catch the slipstream. Do you
match me or try to get to the turn first?
My pit crew is faster than yours, and after entering the pit stop
behind you, I exit in front despite you doing nothing wrong. Can you
take it? How?
The weather conditions are changing, but I stay out on the track
despite my team’s recommendation. Do you match me or pit?
Pretty soon we all realize that we’re showing off more than we’re
fighting. By the end, we’re bringing the best out of each other, and
jointly feel it’s a fair result when [name a driver] wins the race.
It’s serious fighting, but we know we can trust each other. By the
end, [name one driver] wins the race, but everyone’s given and
taken their fair share and no one’s crossed any lines.
It’s neck-and-neck to the very end, with [name one driver] just
barely beating out the others in a photo finish.
The fighting is intense, but soon [name one driver] dominates the
field. Everyone else pits for repairs and recovery, giving them a
sizable lead.
We fight to a bitter stalemate, and an unexpected contender passes
us all, winning the race.
We fight explosively and carelessly - it causes a massive pile up. The
race is paused to clear us from the track and all of our vehicles are
retired. None of us finish the race.
While creating Superstars: Racing Icons, we were inspired by our joint love of Formula
1 racing, and many movies, including Speed Racer, Mission Impossible 2, The Fast
and The Furious, and Alita: Battle Angel. We wanted to create a game that leaned
heavily into the aesthetics of contemporary motorsport and celebrity, while allowing
breathing space for, say, MECHS. We hope you enjoy it!
Superstars: Racing Icons was made using the Firebrands Framework by Meguey
Baker and Vincent Baker at Lumpley Games (lumpley.itch.io). Firebrands was an
outstanding foundation for this hack - we highly recommend checking the original
out if you haven’t already. Much of the instructions and game play text are from
Firebrands (with edits) and many of the mini-game questions/challenges are inspired
by or repurposed from Firebrands.
The TTRPG Safety Toolkit is a resource co-curated by Kienna Shaw and Lauren
Bryant-Monk. The TTRPG Safety Toolkit is a compilation of safety tools that have
been designed by members of the tabletop roleplaying games community for use
by players and GMs at the table. You can find it at bit.ly/ttrpgsafetytoolkit.
The X-Card by John Stavropoulos can be found at tinyurl.com/x-card-rpg.
Fonts used: Bebas Neue, Moontime, and Open Sans Light.
Photos from Stocksnap.io and Canva.
So SO many thanks to playtesters Dee, Evan, Matt, Riley, and Will - your participation
and feedback was invaluable!
This game was created on the traditional territory and homeland of the
Nacotchtank, whose descendants predominately merged with the Piscataway
peoples. 10% of all sales through feelingfickle.itch.io are donated to the following
places. We invite you to donate as well.
The Piscataway Conoy tribe invites donations to Native American LifeLines of
Baltimore and to a scholarship fund set up through the College of Southern
Maryland (select “Piscataway Conoy Tribe Scholarship” for the designation of
your donation): https://foundation.csmd.edu/giving/give-now/index.html
To learn more about and donate to the DC chapter of Black Lives Matter go to
blacklivesmatterdmv.org
Superstars: Racing Icons was written by Tristan B Willis
(@feelingfickle |tristanbwillis.com) and Pete Volk
(@Pete_Volk). Layout and graphic design are
by Tristan B Willis.

Find more games at


feelingfickle.itch.io

You might also like