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Monster Kart Mayhem (RPGG Contest Entry)» Forums » Sessions

Subject: One fine morning in Transylvania rss

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Alex Nguyen
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Session Report: Monster Kart Mayhem

The beautiful morning light combined with a soft breeze almost made Transylvania palatable to Lego Lass. Almost. Today began the first leg of the annual Monster Mash self-styled as "a speed race and battle royal of monstrous proportions" and the Lass could sense her ride, Headless My Little Pony, stirring restlessly.

It wasn't the monsters that bothered her. Frankie was an upstanding guy, forever living down the antics of his namesake. He was a Good driver but had a tendency to (literally) come apart under pressure. The Count could always be counted on for his Gothic good taste. And Big Foot's legendary lead foot each year always proved a crowd pleaser… well there's actually no proof.

No the monsters were fine. What bothered Lego Lass was the ever increasing urge to turn West. No matter which way the course lay out before her, even with the Finnish line just within reach, she'd never actually won a race because she would inexplicably turn the steering wheel West at the last minute.

Well this year would be it. If she didn't at least finish her quest she'd diminish once and for all.

> This is a session report for the great game Monster Kart Mayhem by Jacob Wood. It's a cool example of an rpggeek Adventure Contest entry that lives on with continued development.

Character Creation
The race started as these things tended to, at the Starting Line.

Lined up were a mix of pre-gens and customs, including Count Dracula sporting a Hearse with coffin, Big Foot in his 6-cylender sedan with sun roof, Lego Lass with Headless My Little Pony, and the Warden in his Lightning Gun Carriage (? - with kids it's often best not to ask).

The game uses Fudge so the racers could be described as having Great Maneuvering skill or Good Acceleration for example. Each also has Quirks and Perks, and the pre-gens provide a good blend of examples that give guidance on what it means to have balanced choices but also what the flavor of the game asks for (horrific humor). For example Dracula has Garlic Allergy (-2 to all checks when affected by garlic.)

The Race
We got off to a rough start as we entered the (literally) Rolling Hills with immediate slow-downs to most racers as we maneuvered to avoid the hills and each others' taunts and attacks (which started up right away - there was no holding back to get a feel for the other racers, haha).

The descriptive nature of each attack (Hurting Someone or Causing a Complication) was embraced by everyone and soon we had Wizards in their Towers by the side of the road whose studies were disturbed by the commotion of the vicious race throwing Fireballs at drivers.

Later on, the Freaky Forest slowed down all but one driver (who had picked up the Super Buzz Saw power-up earlier) with its bitter trees.

By the time we reached Dracula's Castle no one had picked up the garage remote so everyone had to drive around.

Play the game to discover all the cool vistas, drivers, and power-ups, but suffice to say we hit all the tourist traps and got hit by all the usual suspects.

All in all it was a surprisingly close race until the end when Big Foot pulled away with a commanding lead in the final straightaway. Big Foot was played by the youngest player and was mostly left unchallenged throughout the race while the other players bickered amongst themselves. Lesson Learned.

Thoughts
We really liked the mechanics in the game that prevent any one racer from getting ganged up on. I initially thought this was a little too soft because ganging up on the leader is a tried and true strategy in other games, but it turns out the ability to cause Complications (the fact-creation/role-play part of the game as well as the mechanic that allows attacks on racers not within Hurting range) prevented any one driver from taking too commanding a lead.

Two-thumbs up for this one. (Oops, this isn't a review, it's a session report. But still.)

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Jacob Wood
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I love this report, thanks for posting it!

Also, I've been considering *removing* the part that restricts ganging up on people, but now I'm not so sure. Hmm.
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Alex Nguyen
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Munkwunk wrote:
I love this report, thanks for posting it!

Also, I've been considering *removing* the part that restricts ganging up on people, but now I'm not so sure. Hmm.


It could be worth trying; in one of our games, one of the player complaints was that he couldn't affect one particular leader often enough because of the constraint. And the player who *could* touch the leader wasn't aggressive enough.
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Jacob Wood
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Good to know. In what will be Alpha 5 of the playtest document, I have crossed out (but not removed) all of the references to the restrictive mechanics. After some playtesting, I'll decide whether or not to remove them or put them back in.
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Alex Nguyen
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edited the session report with a link to the actual rpgitem
 
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