It's a bit hard to imagine how a pen-and-paper-and-dice version of a game should actually convey the impression of real time at all. And admittedly, I doubt that this paper version will provide valuable feedback in regard to the implementation of a real-time game. However, if you think that it may be helpful (maybe just to get a rough idea about the events and variables that are involved, and their effects on e.g. the likelyhood on accidents), there may be some options.
The first one that came to my mind was: Derivation. As you probably know (or as you should know when you want to implement such a game)
- Velocity is the first derivative of position
- Acceleration is the first derivative of velocity (and the second of position)
- Force is acceleration times mass
So instead of allowing the player to control the movement, you could only allow them to control the velocity (or maybe only the acceleration, or maybe even only the force)
Note that this is actually pretty close to what you would implement in the real game: The player can not directly move his truck, say, 10 meters forward. He can only press a key to indicate that he wants to accelerate, and release the key (and press another one) to indicate that he wants to decelerate (or brake). In reality, one actually contains further derivatives. Namely, the force via the gas pedal (and even further: How fast one is pressing down the gas pedal etc.)
This could be modeled in a pen-and-paper game as well: You would keep track of (at least) the position and velocity. The player can change the velocity (and maybe the direction, by steering), and the new positions are computed from the velocity in each turn.
I hope that some ASCII-art will be enough to make the idea clear: Imagine the track to be modeled as a sequence of fields. The player starts, with a velocity of 0, facing right:
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
|0>| | | | | | | | | | | | | | | | | | | |
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Then he can either actively decide to increase the velocity, or roll a dice to decide how much he wants to accelerate. Let the result be an increase of velocity of 6. This means that the next two rounds would be
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|6>| | | | | | | | | | | | | | | | | | | |
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| | | | | |
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| |
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and
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| | | | | | |6>| | | | | | | | | | | | | |
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Now, he could decide to keep his current speed, or maybe brake or accelerate further. Let him keep the current speed, then the next step will be
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| | | | | | | | | | | | |6>| | | | | | | |
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Now, some predefined event could happen, which is always to happen at the third time step: A landslide XX
fills one field!
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| | | | | | | | | | | |XX|6>| | | | | | | |
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Fortunately, the player is already past this obstacle! A player that only had accelerated by 5 in each step would now encounter this situation:
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| | | | | | | | | | |5>|XX| | | | | | | | |
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And he'll probably crash into the obstacle, because he can't brake and steer and take the detour to avoid it.
However, the fast player may now decide to decelerate, because he's heading for a corner. So he decelerates to 5
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| | | | | | | | | | | |XX|5>| | | | | | | |
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giving
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| | | | | | | | | | | |XX| | | | | |5>| | |
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| | | | | |
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then decelerates to 2, giving
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| | | | | | | | | | | |XX| | | | | |2>| | |
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and
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| | | | | | | | | | | |XX| | | | | | | |2>|
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Now turn the steering wheel, to avoid rushing out of the track, giving
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| | | | | | | | | | | |XX| | | | | | | |2 |
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and
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| | | | | | | | | | | |XX| | | | | | | | |
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| | | | | |
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|2 |
|v_|
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Of course, there may be rules, e.g. like
"Changing the direction is only possible with velocity smaller than X"
or
"Changing the direction will take X turns when the velocity is X"
All this also depends on how exactly you want to model the track and the directions in the paper version. One can imagine generalizations of this, e.g. by using tracks that are 5 fields wide, and 8 directions (including diagonal movement). But I think that it will allow to model some behaviors that are similar to that of a real-time game:
"Oh sh..! I'm to fast for this curve! I should have braked earlier..."