Above: Not bringing home the championship.
Assuming for a minute that someone in my two very niche hobbies there’s someone who would deign to play this campaign, my question would be what system to use? One of my first ideas was to go conmpletely freeform, but I think I’d want some way to quantify drivers and their respective abilities. Perhaps a bare-bones d6 system, just north of freeform? Could I combine it with the boardgame Formula De (not based on IndyCar, but could be modified)? What system to use for the races—I imagine I would have one turn represent so many laps, and so on. I could roll for obstacles, race events, weather, etc. You could have advantages/disadvantages like Poor Road Course Driver, Fast On Ovals, Inferior Car, Bad Teammate, Uncharismatic To Sponsors, or Sloppy Pit Crew.
Off the track, you’ve got young drivers trying to impress sponsors and car owners to find and keep a ride, and depending on your relationship with other drivers, they might block you on track, or eventually become a teammate. Of course, get too nasty a feud going, and you could be suspended by the league.
I think each campaign could be a season of racing. Eventually, racers could retire, and there’d be a protégé system, where younger drivers could move up to take their place. Hey, it could be Pendragon on Wheels!
Finding an awesome sponsor is just part of the fun. If they bring the cash, it could be Depends for all I care.
Yet another idea that probably won’t ever happen, but is still fun to think about.
Drivers & Downforce?
Crashes & Cars?
Generic Universal Racing Player Simulation?
Of course, it, too, could have an old-school movement: