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<blockquote data-quote="Warpiglet" data-source="post: 7461469" data-attributes="member: 6689161"><p>what I planned on was an overland chase until the quarry is in sight and then have the characters, if they chance upon the baddies, be able to try and pursue. If they are slow in getting to them, and this does not develop, they will be led to a place of decay and badness they would not otherwise know about. The big bad lives here and this might be one way they can chance upon her lair.</p><p></p><p>If they go in the exact opposite direction I was thinking about large groups of enemies pursuing them. If they get exhausted or choose a place to fight, perhaps they fight individual groups in waves. So I was thinking tracking overland first and if they get nearer to eachother, then chase rules and something dramatic. </p><p></p><p>Since it is a forested area (lighter forest in a mountainous region, newer growth), I liked the idea of being able to hide and perhaps deal with waves on the their own terms and either hide again, do guerrilla warfare or simply run again after hiding...I want the choices to be real and meaningful with the only "wrong" choice being to face a very large group at once and not piecemeal. </p><p></p><p>So far the advice is very helpful. I realize the flow I want might be ambitious...</p><p></p><p>I want them to make a few decisions...where to make a stand, how to find a way to fight waves on their terms and so forth. If I make it misty in the woods, maybe it makes it that much more believable that hiding is possible.</p><p></p><p>What I need to do is think about how to represent these decisions and their consequences. For example, if they stand and fight one group, how long would it be until they second arrives? And would they then get tracked? In short, instead of monsters in a dungeon with discrete encounters being divided by rooms, I would be looking to have encounters outside. Just as you strike a hornets nest, you would not want to stay put and wait for them to gather I am thinking they might want to fight and move on. And, I also realize I would need to foreshadow the idea that they are in increasingly hostile lands. Each few hours allows for more enemies to gather...</p><p></p><p>I might start with a flowchart...</p></blockquote><p></p>
[QUOTE="Warpiglet, post: 7461469, member: 6689161"] what I planned on was an overland chase until the quarry is in sight and then have the characters, if they chance upon the baddies, be able to try and pursue. If they are slow in getting to them, and this does not develop, they will be led to a place of decay and badness they would not otherwise know about. The big bad lives here and this might be one way they can chance upon her lair. If they go in the exact opposite direction I was thinking about large groups of enemies pursuing them. If they get exhausted or choose a place to fight, perhaps they fight individual groups in waves. So I was thinking tracking overland first and if they get nearer to eachother, then chase rules and something dramatic. Since it is a forested area (lighter forest in a mountainous region, newer growth), I liked the idea of being able to hide and perhaps deal with waves on the their own terms and either hide again, do guerrilla warfare or simply run again after hiding...I want the choices to be real and meaningful with the only "wrong" choice being to face a very large group at once and not piecemeal. So far the advice is very helpful. I realize the flow I want might be ambitious... I want them to make a few decisions...where to make a stand, how to find a way to fight waves on their terms and so forth. If I make it misty in the woods, maybe it makes it that much more believable that hiding is possible. What I need to do is think about how to represent these decisions and their consequences. For example, if they stand and fight one group, how long would it be until they second arrives? And would they then get tracked? In short, instead of monsters in a dungeon with discrete encounters being divided by rooms, I would be looking to have encounters outside. Just as you strike a hornets nest, you would not want to stay put and wait for them to gather I am thinking they might want to fight and move on. And, I also realize I would need to foreshadow the idea that they are in increasingly hostile lands. Each few hours allows for more enemies to gather... I might start with a flowchart... [/QUOTE]
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