BETTING ON THE RACE
What
follows is a simple approach a GM can use to adjudicate betting results, and by
extension, race results for any given race. This method can also accommodate
any player action taken to affect the outcome.
1. This
example will use only 4 entries and the number will also identify the “racers”
lane assignment.
The
GM posts whatever odds they want for each racer. The PCs place their wagers.
2. The
GM rolls a d4 to see who wins and pays out all winning bets.
For
players casually betting this, or any other race, you can complete an entire
race card in minutes. To reflect player impact on the outcome of a race here is
what you do. Assign a percentage chance for the PCs getting their way. Roll
d100 to find out if they succeeded. This method can be adjusted easily to
reflect any advantages the PCs try to create. For Example; the PCs have
bribed members of the race committee to place their preferred entry in a
favorable starting position, lane 1. To reflect the higher likelihood the PCs wagering
choice will win the GM says their race entry has a 70% chance. Roll 1d100 and
if it is 70 or less the character cashes their bet.
If
you have people in your game group who know more of the exotic bets one can
make on a race (think Exactas and Trifectas) challenge the PCs with a hand of Rock,
Paper, Scissors. Each time they win they get to pick the entry for that
position. So, if a PC places a bet for the #3 Horse to come in first and the #1
Horse to come in second, they will have to win two consecutive hands of Rock,
Paper, Scissors.
Before
a winning bet can be paid out, we need to know what the odds on the entry is
before the race starts. The odds can be whatever the Game Master and/or
situation dictates. The only thing to keep in mind is the entry with the lowest
odds (and corresponding lower payout per dollar risked) is the race “favorite”.
Meaning that entry has had the most money placed on it to outright win the
race.
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Lay it on the Line