1. The Risk Rally/DGP is a simple points based series of races. Each individual race will award points to the podium position racers (1st 2nd 3rd) and a few to the rest (4th etc) depending on how many are in the race (up to 10).
For Example:
1st 12 points
2nd 9 points
3rd 7 points
The actual GP comprises of multiple races and leagues.
2.I as the GM will be in control of the Non-Player Racers and the Commentators (Rob and Griff). The Commentators will be giving regular updates on who's in what position in the race, and any major occurrences (like a crash) as well as general color commentary. As a player you cannot decide when to overtake your opponent, you can simply drive, and based on your stats and how you describe yourself driving and navigating the course will you improve your position. If you are described as close or near to another opponent, you can take your chances with ramming them or attacking with you melee weapon.
3.There will be two images for each race track one will be the 'flavour' image which will give you a rough idea of what the track and its surroundings look like. And the other will be a circuit image, which will literally be the outline of the track. I will be adding comments if there are particular hazards, weather conditions or road types worth mentioning. But we will follow the circuit fairly closely and you will take your corners where appropriate on the map, here is an example.
4.Certain regular racing skills can be used, the first is
Drifting, you can attempt a drift on any corner, while drifting you will lose very little speed when turning and be able to cancel a slipstream if an opponent is behind you. However, every drift is a risk, you can ATTEMPT a drift when ever you like, but depending on your grip, the road type, acceleration and general speed and weight (frame) of the vehicle going into the corner I will decide how well your drift actually goes. Now even clunky machines with poor grip can occasionally pull off a perfect drift but the chances are much lower than a light machine with excellent grip. Your drift will have varying levels of success from perfect, to good, to poor, to spin-out. Which may result in a crash.
The other mechanic is the
Slipstream. You may increase your speed by driving directly behind an opponent to decrease the wind resistance in front of you. A common tactic is to ride an opponents slipstream all the way next to them and the hitting them in corner side with a vicious
PIT maneuver. Slipstreams are a lot harder to catch when turning corners and your slipstream wont be as effective if your catching one off a vehicle that is smaller than your own.
5.Combat is handled in the same way as all my other RPs its essentially arena rules (no auto-hitting) except the GM can declare a hit if I feel necessary. You can attempt to dodge but in your car every dodge is going to be a swerve which will effect you racing performance, (and you might just get hit anyway). If your car does take a hit, depending on your frame and the enemy firepower or frame. You will lose a percentage of your car's 'health. At the start of a race everyone starts with 100% (which will be monitored by the play-by-play commentary). If this health drops to 10% your car is in critical condition which you then can choose to bail, which will end the current race for you and you will take last place or you can continue to race, Meaning you can still win, but if your craft hits 0% your vehicle will be destroyed and your character may die. Even if they make it out alive somehow, they will miss the next race while their vehicle is reassembled.