This page contains rules that will help you run the game. This includes:
I can't know how to hear any more about tables!
The stand out difference between CarPG and all the other truly fantastic TTRPGs available is the way the game is run.
The driver doesn't need to know what is going to happen, because CarPG is all about the tables driving the story forward (pun not intended when I first wrote it but I want you to know I spotted it after).
Head over to theTABLES page for all the TABLES you might need to run a game. Roll on one of these each time you aren't sure what might happen next, and make something interesting up based on the result. The game can be run with as much or as little table rolling as your immagination can handle.
When creating baddies give them BRAINS & BRAWN 10, and start rolling their HIT saves with a d10
If you want to spice it up, consider the following:
- High BRAINS = clever clogs
- High BRAWN = actual clogs
And for the starting HIT save dice:
- d8 = very hardy
- d10 = strong
- d10 = normal peep
- d12 = weedy
- d20 = paper mache person
Make running them easier, give them a want
If a passenger's character dies (they will, often), have them make a new one right away and bring them back into the game as fast as possible.