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Night Drifters

The street racing drama RPG By Will Uhl


For 3-5 friends over 1-3 sessions
MerryMancerGames.com - Discord.gg/KfhWxpe - patreon.com/willuhl
The Basics Everyday Scenes
Night Drifters is a role-playing game about teen Everyday scenes depict the player characters going
drama and street racing. One person is the Game about their dramatic teenage lives. There should be
Master, who describes the scenes, awards stats, and at least 3 Everyday scenes before the race begins.
keeps the narrative moving forward. Everyone else
is a player controlling a player character. When a player makes a show of introducing one of
their stats to a scene, the GM awards them a point
Character Creation in that stat. This can happen once per stat per scene
You’re an urban teenager with a fast car, attitude, for each player.
and enough time to get in trouble. Pick your
character’s name and your car’s color. Examples: Asking someone out for +Love; ignoring
adoring fans for +Ice; flashing a glitzy outfit for +Money.
Pick three stats - they all start with 2 points. Each
stat has three aspects. In Everyday scenes, you’re When you amp up the drama (and the stakes of the
rewarded for playing to your aspects. race) with one of your stats , that stat gains 3 points.
This can happen once per scene per character.
Fire: Passion, Rage, and Chaos Stakes can be material (e.g. money, car parts,
Power: Strength, Brutality, and Endurance territory) or abstract (e.g. status, love, a favor).
Ice: Determination, Apathy, and Selfishness
Speed: Agility, Stealth, and Impulsiveness Examples: Blackmailing a player for +Night; goading a
Love: Attraction, Temptation, and Tragedy player into racing for +Love; hitting the fire alarm right
Money: Ego, Glamour, and Control before the race for +Speed.
Night: Betrayal, Trickery, and Plotting
When you try to change the course of a scene in a
Pick two of the below relationships. Fill in blanks with way that would diffuse drama, lower the stakes of
the name of another player character. If possible, the race, or make your life easier, the GM will ask
don’t use the same name twice. Discuss with the you to spend a point of a relevant stat.
other players to decide what these mean for your
character’s history. Keep it simple but suspenseful. Example: Evading the principal with +Speed; shaking off
that gin with +Power; bribing an officer with +Money.
I’ve studied ______’s style for a long time.
_____ used to be my lover... If you want to interfere with someone else changing
_____ could be useful... the course of a scene you’re in, describe how you’re
_____ stole my true love away from me. changing the scene instead. Each side takes turns
I can’t afford to let _____ ignore me. betting points until everyone except one backs out.
_____ has disgraced me on the road before.
I desperately want to impress _____... Example: X, Y, Z all want to change the course of a
I blame _____ for that wreck in the past. scene to give themselves the upper hand. They all bet
_____ has something I crave. one point, then two. Z backs out after two, but X and Y
I’ve heard stories about _____... could they be true? bet three. Finally, X bets four and Y stops. Z loses two
points, Y loses three, Z loses four and changes the scene.
Remember, as a teenage street racer, you’re pretty
far from perfect. Get mad, act rash, and don’t look Race Scenes
back. Night Drifters is fuelled by player conflict - if At the start of each race, each participating player
you can up the tension between player characters goes over what they’re putting on the line. Everyone
(wooing their crush, spreading a nasty rumor, must agree that the stakes are of roughly equal
trashing their new paint job), do it. The more conflict value, amping up the stakes if necessary. Races are
and tension, the more the races matter. winner-take-all — losers get nothing.

Jérémie Leboulanger (Order #28810046)


Race courses are made up of multiple legs. Each Once you have the basic premise for the game’s
leg has a hazard rating from 1 to 3: 1 is light, 2 is story, learn the player characters and figure out
moderate, and 3 is extreme. When you approach how they relate to each other. When that’s done,
a hazard on the raceway, pick a stat and explain start the first everyday scene.
how you will overcome the hazard using that stat.
Then spend at least as many points as the hazard Start with a scene involving everyone that establishes
rating, and roll a six-sided die (d6) for each point the upcoming race, then feel free to splinter off into
you spend. Every racer rolls at the same time. Every scenes involving only some of the characters as
die that rolls under 4 is a failure. Unless you have you show them arguing, plotting, dating, ignoring
the fewest failures, remove a point from the stat for responsibilities, partying hard, and gearing up.
each failure. Introduce non-player characters to amp up the
drama and create tension between the players.
Whoever ends the race with the highest combined
number of remaining stat points wins. In the event of The difficulty of races should be roughly proportional
a tie, the tied characters must agree on a tiebreaker to how many points each player has in their stats.
challenge. When you lose a race, you may replace Since players have a 50% chance to lose a die every
any stat at zero with a different stat from the list. roll, players should have at least half as many total
points as the race’s total hazard ratings.
If you don’t have enough stat points to meet the
leg’s hazard rating, roll for the points you have. If Example: This race has four legs: one at hazard rating
you roll all failures, you crash. Choose what emerges 1, two at 2, and one at 3. The total hazard rating is 8.
unharmed: your body, your car, or your reputation. Player characters should have 4+ stat points total.

Running Night Drifters Name what the hazards are instead of just giving
Get a rough idea for the story, optionally by using them a rating - whether it’s a narrowing straightaway
the table at the bottom of the page. Remember: do or a hairpin cliffside turn, make it feel alive. Tell your
not introduce other drivers. Players are each others’ players to describe how they attempt to navigate the
antagonists and allies. If there is an outside force, it race’s hazards, and have fun describing how their
should complicate races, not compete in them. attempts succeed or fail depending on their rolls.

Story generation - pick one item per column (or roll 3 dice) to kickstart the story. In a city...
near a mountain, summer vacation begins, but a storm is coming...
on oceanside cliffs, winter break begins, but foul play is afoot.
under heavy construction, the top racer in the area retires, but the police are on patrol.
near a massive canyon, a mysterious figure puts up a and the prettiest student at your
staggering prize for the next race, school has a thing for the best racers.
in a distant future with turbo-cars racers from another city want to see and strange car parts are appearing
and floating, magnetized roads, what you got, on the market.
on a chain on islands, a forgotten road is rediscovered, and everyone’s coming to watch the
next race.

Hazard table - pick an item on the labelled column to quickly get a race hazard.
Light hazards (1) Moderate Hazards (2) Extreme Hazards (3)
A fallen tree blocks part of the road A pitch-black tunnel A hairpin turn with no guard rail
The road narrows A civilian car is driving towards you Something huge is falling in the way
The road gradually banks Debris is falling onto the road The road is (mostly) on fire
The road is littered with debris Someone’s standing in the road There’s a railroad crossing ahead and
a train will go through in moments
The road crests, creating a hill The road is covered in ice/oil/wet leaves A ramp/jump
A pile of something light, like leaves The road zig-zags or rolls up and down Forced detour through a construction
or cardboard boxes site/sewer/building/down a cliffside

Jérémie Leboulanger (Order #28810046)

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