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Chases, what has worked and what has not?
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<blockquote data-quote="CapnZapp" data-source="post: 6509349" data-attributes="member: 12731"><p>Exactly.</p><p></p><p>A player that selects a fast race, a quick class, and always selects magic stuff that lets him move faster (fly potion, expeditious retreat castings, winged boots or what have you) is, in effect, telling you:</p><p></p><p>"I like catching prey"</p><p></p><p>Or, more to the point,</p><p></p><p>"My idea of playing a hero is a character that nobody escapes from"</p><p></p><p></p><p></p><p>In other words, you need to look at your player characters and ask yourself: <strong>should I even think about adding a chase scene?</strong></p><p></p><p>Now, you might think my answer would be "no", but that'd be wrong <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What it means is that you should definitely add chase scenes, but what you should never do is <strong>expect the quarry to get away</strong>.</p><p></p><p>Of course you should add chase scenes - after all, the player whose character is moving 60 feet a round wants to showcase this by easily catching prey, so by all means add prey for her to catch!</p><p></p><p>But what you can't do is add scenes that rely on a "long exciting chase" or "after the assassin got away, the party gets the job of finding him".</p><p></p><p>You can start chases. Just don't expect them to be long, or exciting.</p><p></p><p>You can have assassins that assassinate. Just don't expect them to get away. (Instead plan already from the beginning: "Impressive speed there. That assassin never saw what hit him! Say we have a mission requiring quick scouting speeds that you might be interested in. What do you say")</p><p></p><p>---</p><p></p><p>This is just like how D&D have always been a poor choice for low-magic investigative scenarios (a la Warhammer): detect spells make short work of that, except at the very lowest level.</p><p></p><p>So before we can even begin to discuss chase scenes, we must realize we are discussing <strong>mundane chase scenes</strong>.</p><p></p><p>And that's perfectly fine in a party full of dwarves, plate fighters, and dwarven plate fighters. But not in a party full of monks, rogues and rouged wizards!</p><p></p><p>Not <em>mundane</em> chases, that is.</p><p></p><p>At mid- to high levels, all bets are off. Feel free to include chase scenes where you need to catch flying dragons, ethereal ghosts or, I don't know, randomly teleporting slaadi. Having 10 more feet of movement won't make or break <em>that</em> chase! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6509349, member: 12731"] Exactly. A player that selects a fast race, a quick class, and always selects magic stuff that lets him move faster (fly potion, expeditious retreat castings, winged boots or what have you) is, in effect, telling you: "I like catching prey" Or, more to the point, "My idea of playing a hero is a character that nobody escapes from" In other words, you need to look at your player characters and ask yourself: [B]should I even think about adding a chase scene?[/B] Now, you might think my answer would be "no", but that'd be wrong :) What it means is that you should definitely add chase scenes, but what you should never do is [B]expect the quarry to get away[/B]. Of course you should add chase scenes - after all, the player whose character is moving 60 feet a round wants to showcase this by easily catching prey, so by all means add prey for her to catch! But what you can't do is add scenes that rely on a "long exciting chase" or "after the assassin got away, the party gets the job of finding him". You can start chases. Just don't expect them to be long, or exciting. You can have assassins that assassinate. Just don't expect them to get away. (Instead plan already from the beginning: "Impressive speed there. That assassin never saw what hit him! Say we have a mission requiring quick scouting speeds that you might be interested in. What do you say") --- This is just like how D&D have always been a poor choice for low-magic investigative scenarios (a la Warhammer): detect spells make short work of that, except at the very lowest level. So before we can even begin to discuss chase scenes, we must realize we are discussing [B]mundane chase scenes[/B]. And that's perfectly fine in a party full of dwarves, plate fighters, and dwarven plate fighters. But not in a party full of monks, rogues and rouged wizards! Not [I]mundane[/I] chases, that is. At mid- to high levels, all bets are off. Feel free to include chase scenes where you need to catch flying dragons, ethereal ghosts or, I don't know, randomly teleporting slaadi. Having 10 more feet of movement won't make or break [I]that[/I] chase! :) [/QUOTE]
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