Examples of the Moves
Basic Move Examples
Haul Ass Roll Dr. Carnac is in a drag race against Ace, they are neck and neck. Dr. Carnac hits his NOS boost mod to outdistance Ace. Dr. Carnac rolls + Poise getting an 8. The RM will offer a hard bargain, loose you NOX mod or there is blow back and take 1 harm, either way you blast ahead of Ace.
Till the Wheels Come Off JMV is driving a ladder fire truck decides he’ll extend the ladder and use like a poll-volt to jump across a ravine. He told rolls + Impossible getting an 11. The firetruck easily sails across the ravine, and JMV get to describe how that happens and marks a sadness.
Trailing and Stealth Tabasco Streets spots Ace driving Senator Shipton, he want to follow them to find out who the Senator might be meeting. Tabasco describes how he easy onto the road staying just a few cars behind and call in his crew so they can trade off if necessary. He rolls + Savvy getting a 6 he’s spotted by Ace, who takes off turning it into a chase in which Ace will have the advantage.
Heavy Talk JMV brews tea for the crew, and express his disappointment in their lack of smoothness. He takes Ronald under his wing and teaches him how to brew a proper cup of tea. JMV roll + Sauce getting a 9. He chooses to reduce his sadness.
In the Garage Turbo car got wrecked in the last race, he needs it for to save his friends and stop the La Familia. He gathers his crew and describes a montage of them working on his car, straightening the frame, rebuilding the engine, and replacing the tires. Spending a resource Turbo rolls + Savvy getting a 7. Turbo choose reduce V-harm by 2 and the family comes together gaining a family point. The RM decides to give Turbo a +1 heat and narrates how a cop notices the missing bumper when they were at the parts store.
Street Fight Alex Baldman at a street party, sees the guy who dumped his sister. Hardly containing his rage he punches the guy right in the jaw. Alex rolls + Brawn getting a 12. He choose to suffer little harm, impress and frighten, and get the hell out of the way. Narrating how he dominate the fight and curses the guy out for not respecting family, finally letting the gut run away.
Read the Street Tabasco Streets sees the ways blocked ahead by a couple squad cars. He needs a way through, he looks desperately at the sounding area and his GPS. Tabasco rolls + Savvy getting an 8. He asked what’s the best route. The RM tells him remember that John Deer dealer you just passed, It lot has back exit that can get you past the road block, but they’re going to see yeah and be able to follow you. Tabasco knowing his RR Phantom can out pace those intercepters makes the u-turn and then quick drive into the tracker dealers and he’s on his way with the same new cars behind.
Read a Buster Dr. Carnac comes face to face with Agent Rex Mully. Agent Mully is threatening to arrest Dr Carnac, so Dr Carnac takes this moment to push back verbally and get a fell for this agent. Dr. Carnac rolls + Savvy getting a 13. He Asks What’s The Agents Intentions, the RM Responds Rex wants to intimidate you into giving up some information on Turbo and his Zane. He asks How does Rex feel, the RM tells him that Rex is jealous of the crews sweet rides, and wishes they would recognize his classic 1968 Camaro z28 and make a break for it so he can chase them down in his Camaro. The last question Dr Carnac going to hold for a latter time.
Feels JMV has infiltrated the Florida State Patrol Offices, he talking to Patrolman Douglass who got a thing for Patrolman Sally. JMV says I’ll help you get with Sally if you overlook my visit into the evidence locker. JMV rolls + Sauce getting a 7. Douglass is understandably skeptical since Sally has shot him down before. So JMV goes over to sally and show how a smooth he can be. He comes back promises take Douglass shopping to update his style, and Douglass agrees.
Run Jump Run JMV while out shopping, but he catches the attention of Hatchet. Hatchet pulls out a SMG and start firing wildly at JMV. JMV knows discretion is the better part of valor and makes a run for it jumping over the planter in the middle of the mall hoping to keep some of the bystander out of the fry. JMV rolls + Brawn getting a 4. JMV take a bullet marking off 3 harm, he’s trips and is face down in the mud of the planter messing up his perfect style, but he’s not out, does he make a stand or continue to run for it.
Flashback Moves
You Got Talent Alex getting ready to jump a rocket car through the office building as a distraction for the crews other hijinks. He describes how he as kid in a soup box derby, he and his dad attached fireworks to the soup box to get an extra boost. He rolls + Savvy getting a 6, on no he also remembers the burns for the fireworks takes -1 forward to the launch of the rocket car.
Who am I JMV getting frustrated with Dr. Carnac’s constantly working on some air filter in the hideout, asks “how’d you meet the leader and why would he want you here”? Dr. Carnac puts down his screw driver and describes a Floridian heat wave, and the leader was going crazy not able to get a good night sleep. Then he saw the icy air leaving my apartment, So I installed a DYI AC unit for him. He know my worth. Rolling + Sauce getting a 10, taking reduce sadness, and family rapport, Dr Carnac goes on to say your allergies will be thanking this new filter here soon too.
Check out my Mods Tabasco Streets while racing realized he forgot to purchase some upgrades for his car. Thinking there no way his Grandma wouldn’t have not of been taken advantage of by the shady dealer, and had the spiked hubs installed. He says check out my spiked hubs, I’m going to try and give my rival a flat. He spends 2 resources, rolling +2 and get an 8 yep the spike have been installed, Grandma likely to notice any damage to her car, get it repaired or deal with Grandma.
Best Laid Plans Alex is inside the police station he was suppose to get something out of evidence, but he disguise was seen through and now he’s got a bunch of trigger happy cops holding him at gun point. Alex is on the radio with JVM, JVM laughs let see you get out of this one. Alex Rolls + Impossible and gets a 9. He describes how he set some smoke bombs around the station as he was making his was from desk to desk with donuts. Just before the cops start shooting the smoke bomb go off allowing Alex to describe how he makes a dash for the exit under the cover of the smoke. RM says that sounds like Run Jump Run.
The Peripheral Moves
Assemble Team The Stephen believes it time to bring back Dr. Carnac out of retirement. JVM the Leader agrees he has a shared history with Dr. Carnac, and Rolls + Sauce getting a 7. Dr Carnac come out of retirement with a trauma, he now has a wife that has recently been kidnapped.
Voluntary Retirement Alex Baldman sees that airplane that’s about to take off, the players realizes a sacrifice is needed to stop it. He decides it’s time for Alex to go into retirement. He jumps from his car on to the plane wing and jams the flaps so the plane can’t take off. Automatically Succeeding and adding two family points. Alex get tossed from the planes wing and disappears, a waiting a time when a player ready to play him again.
Arrested Elmo’s heat hit six, he will be forced into retirement, Elmo’s player will choose a new playbook and create a new character, but in the mean time the RM will make it interesting. The Federally discover the character hideout, and initiates a chase, where if they don’t get away they will lose their current car.
Off the Grid JMV completed their heist and earned a few resources. Between sessions and before the next heist, JMV describes spending some resources to spend some time on the beach in the Virgin Islands. He rolls + resources getting an eight reducing his heat by 1.
Lifestyle and Vehicle Maintenance Optionally at the begin of each season every character rolls + sauce to see if there were any unexpected expenses. JMV rolls a 7 and pays 2 resources. Tabasco Street rolls an 11 and has no extra expenses. Alex rolls a 6, and the RM plans to have some Mafia thugs show up to demand payment.
Working Gigs Give the characters a chance to earn a few resources between heist, Tabasco Streets completed a heist, and the session about to end. He describes how he get a job as a mechanic and races at night. He Rolls + Sauce getting a 9 earning 3 resources, as he describes one of his best races.
Session End The session has come to an end, it’s time to do a complement circle, where every character gains an XP. JVM Complements Dr Carnac on his jumping his car onto the airplane wing. Then Dr Carnac complements Alex Baldman on his cool police infiltration scene. Then Alex complements Tabasco Street on his scened with his grandma. Finally Tabasco Complements JMV for earning that family point that was so crucial latter.
Harm Alex is shot for 2 harm, he rolls minus harm. He rolled an 9 minus 2 getting a 7. The RM choose that Alex will lose his grip on the papers he was holding, sending them flying in all directions.
V-Harm JMV car get rammed from the side by a large SUV, taking 3 harm. He rolls minus harm getting a 6. The RM Chooses to take out JMV’s vehicle giving him a sadness, as he describes how his vehicle is now undriveable.
A Detailed look at the Agenda, and Principles
Agenda
Focus on the world of underground street racing, making it exciting.
Think about all the movies you have seen, and all the books you’ve read, and how the character interact with each other and the world. Quick and Quarrelsome is a fiction forward game. That means start with the fiction, and NPCs. That fiction is the about the criminal underworld and the people within it, then add conflicts, challenges, potential relationships, and more to make the world a tangled web. The world should have potential adventures around every corner.
Make the players’ characters’ lives interesting.
May you live in interesting times…
Make the above curse a blessing for the characters. This is what keeps the players coming back for more. The characters are involved in regular dramatic conflicts, and their choices matter. Play hard and throw challenges and put Obstacles in their way, But allow them to have an affect and change the world.
Play to find out what happens, don’t try to force a result.
The Race Marshal is another player at the table and everything they do should be in line with the agenda. Do not pre-plan a story line! Play to find out. Commit yourself to the fiction and its own internal logic and causality. The game should be driven by the players, you have to care about their characters story. As the RM you work in the problem department, and the players and their characters work in the solutions department. Create a problem, obstacle, or dramatic moment without pre-planning a solution, then sit back and enjoy the surprise of how the characters will deal with it.
Principles
Let everything flow from the fiction.
Bookend the mechanic with the Fiction.
The shared fiction is the core of the game. Look at the fiction and the NPCs desires and resources and determine how they will respond. You don’t have to make large leaps, just determine the next likely thing to happen. With a little bit of preparation, and a focus on the function or the emerging story you should be able to set position and add a twist when necessary. The fiction also limits what can happen, and helps the RM and players determine:
- if the characters are fictionally positioned to preform an action.
- If an actions scope is too small or large.
- That the action appropriate for the genre.
Address the characters, not the players.
The fiction is the characters world, tell the characters what they experience and what they perceive. This will help the players focus on their character and their characters actions in the fiction.
Make actions taken with their vehicles, daring, challenging, thrilling, and dangerous.
Vehicles are one of the focuses of this genre. Action taken with vehicles should be cinematic and thrilling. Don’t forget that vehicles are also dangerous and challenging. It’s the RM and players job to describe action is way to makes the audience, the players, experience this thrill ride.
Encourage personal drama, and emphasize that in this world, physicality is an expression of emotion.
Another focus of this genre is the characters behind the wheel, they should live an emotional and dramatic life. Give them chances to experience and express them selves. Characters that we can relate to or sympathize with have rich emotional lives. As RM Provide the space for these emotional actions and dialogs.
Keep the spotlight on the characters and their vehicles, but think off screen too.
The spotlight should be on the characters and their actions. But to keep the world feeling real you need to think about what the NPCs are doing off screen in reaction to the characters actions. Then when their is a lull in then you can bring one of those office screen action into play.
Make your move, but never speak its name.
Don’t say the name of the move, it takes us out of the fiction and into the mechanics. Describe or narrate the action and it effect. This make the game more immersive, and brings the fiction to the forefront.
Name everyone, and give them motivations, desires, and goals.
Every NPC the players interact with is import. By giving them a name, motivation and goal makes them feel real. This makes it easier to play the NPC cause you know what there want and why they can’t get it.
Give each vehicle a moment to shine.
Every character in their vehicle of choice should have a moment in the spotlight. Never let a player sit out the whole evening their should be something they want their character to accomplish give them a chance.
Be a fan of the characters, sometimes let them succeed. Success can be its own complication.
The RM is a fan of the characters, he want to see their story progress wether that’s through failure or success. Root for the characters to succeed but, remember to make their lives interesting by putting obstacles for them to overcome, and hope the character can “improvise, adapt, and overcome”.