A NOTE TO GMs ON THE INTIAL D RPG
From Brother Lapras
The Initial D RPG is made to be lightning fast--just like racing through turns at 250 KPH. When you are leading a race, demand that the racers give you their choice for corner speeds almost immediately. This rush of sudden adrenaline will certainly build the game's enjoyment for all, as well as make it challenging enough to keep players coming back.

When I began playing this, this is pretty much how I envisioned--and how it came to be--the way to play:
GM: Alright, you're exiting the straight.
Curve 4. What do you do?
Player: Medium.
Here, the GM rolls the appropriate die for the speed (in this case, 1d6) and sees if the player beats out the curve's level of 4. If the player is successful, I always like to give a resounding "Yes!" or "Alright!" or my favorite, "Got it!"--its up to you, and these little things get the player excited about playing. (Imagine the emotion if he took the curve 4 with a fast motion, rolling a 1d4...and got it!)
     ...And if he doesn't make it, quickly roll the d20 and report: "Ooh! What a crash/grind/spin out! You lose___meters and your opponent is now catching up!" and the like.

Pretty much, just keep the race going. When I play with my friends, we end up sweating near the end.--That's a great feeling to have when playing a role-playing game, and I hope that all of the fun that I've had with this will happen in your gaming zone as well.

Best wishes,

Brother Lapras
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