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Creating a Retreat System
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<blockquote data-quote="kenada" data-source="post: 8420967" data-attributes="member: 70468"><p>Like I said, I don’t think it should be too prescriptive. It’s tempting to provide a bunch of tables of possible reactions, but I think it should be kept pretty simple. There doesn’t need to be a lot of gameplay around it. What’s important is that escape is there as a pressure release valve for when PCs get in over their heads and need to back off. Putting it in a procedure codifies that as a baseline assumption. Otherwise, the prevalent assumption is that escape is not possible (especially when the escaping side is slower than the pursuing side), and people will just default to how they’ve always done things. (See also: “<a href="https://thealexandrian.net/wordpress/43568/roleplaying-games/game-structures-addendum-system-matters" target="_blank">System Matters</a>”.)</p><p></p><p>Edit: My default assumption would be that pursuers are easy to lose. If you can navigate to a hiding space or get out of sight, they’ll give up the chase. There are exceptional circumstances when they might continue the chase or systematically search for the PCs. A list of example situations can be provided, but it should be disclaimed as non-exhaustive. This is basically the approach B/X takes, which I favor because it is very simple.</p></blockquote><p></p>
[QUOTE="kenada, post: 8420967, member: 70468"] Like I said, I don’t think it should be too prescriptive. It’s tempting to provide a bunch of tables of possible reactions, but I think it should be kept pretty simple. There doesn’t need to be a lot of gameplay around it. What’s important is that escape is there as a pressure release valve for when PCs get in over their heads and need to back off. Putting it in a procedure codifies that as a baseline assumption. Otherwise, the prevalent assumption is that escape is not possible (especially when the escaping side is slower than the pursuing side), and people will just default to how they’ve always done things. (See also: “[URL='https://thealexandrian.net/wordpress/43568/roleplaying-games/game-structures-addendum-system-matters']System Matters[/URL]”.) Edit: My default assumption would be that pursuers are easy to lose. If you can navigate to a hiding space or get out of sight, they’ll give up the chase. There are exceptional circumstances when they might continue the chase or systematically search for the PCs. A list of example situations can be provided, but it should be disclaimed as non-exhaustive. This is basically the approach B/X takes, which I favor because it is very simple. [/QUOTE]
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