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Right, I agree that's self-evident. What I'm advocating is that the principal conflict and tension in a chase isn't combat-focused; therefore what the rules/guidelines should focus on to resolve a chase scene isn't combat, but *something else.*Dausuul said:The possibility of combat may not create tension here, but it still exists.
To be clear, I'll repeat that I'm not advocating a complex mini-game as the only solution. Chases can be sufficiently addressed with guidelines akin to what the playtest has done for Exploration and, apparently, Interaction. I would describe these more as guidelines/toolkits than hard-and-fast rules.