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Cut To The Chase

led: much like Rufus, you're the man.

And iwatt, keep your eyes peeled. I'll be asking for input pretty soon, so if you've got ideas or inspirations, speak up.
 

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ledded said:
Damn Corey, this is one fine piece of work.

You have taken many of the things I like about doing chases in RPG's and taken away a lot of the things that I didnt... in effect, cutting to the chase of Chases in an RPG.

It. Rocks.

On Toast.
Yup, having just bought and read it, I think ledded has the right of it: a very cool set of tools for use in that pretty common RP event. I really really wanty to run a chase now. Though I also want that foot chase supplement too! (In you own good time... :heh: )


Now a rather violent chase from a game I heard about rather than played. The setting was Cyberpunk, though spruced up a bit. The sole PC in this side story had tried to get into the condo of a drug dealer, only to be foiled by the automatic gun sentries on the patio. A chase ensued, crossing other people's protected territory, with rentacops in tow. But this cybered guy could keep ahead.

He reaches the street and realises that they'll be after him in vehicles too, so he needs to get away quickly. He spots a rentacop's car pulled up further down the road and races up to it. Unfortunately for him the guy had just been radioed to look out for a killer. A very brief gun battle ensues, and the rentacop is down. Thinking quickly our solo tosses the body into the back and sits at the controls.

The Ref is already formulating the escape action in his head, and starts to describe pulling away. The the player checks his character sheet frantically... and says "I haven't got any Drive skill." They caught him beating his head against the wheel of the car! :lol:
 

I had a very cool chase scene in a game of 7th Sea, that got ruined by one player.

The chase involved the bad guy being chased by the heroes, managing to shake them one by one in a race across the rooftops, until only one hero remained, who finally cornered the villain on the roof of the Cathedral of the Second Prophet. A clash of steel, a swift riposte, and the hero failed a Balance check, sliding down the steep roof of the nave... The hero spent a point to activate the villain's Hubris (A personality flaw, in this case Merciful, the villain wasn't all bad...), so the villain grabs his hand just after he falls off the edge.

The second member of the heroes comes pounding up the stairs to the roof, where he spies the villain spread on the rain slick slate tiles, holding something just out of sight... So pulls out his sword and stabs the villain in the back.

It was all going so well up until that point!

The Auld Grump
 

barsoomcore said:
Warlord Ralts: Can you make sure to post here as to how things went? I'm eager to get more feedback on this stuff.
I've got to download the new copy. Between the fact that I snapped and lost it, so we had to go on vacation, and most of my gaming crew is at National Guard drill, we haven't had a chance to do the chases.

My PLAYERS are excited about the rules though.
 


barsoomcore said:
Hey, thanks, guys!

That's a great moment, AuldGrump -- I'd love to see that in a movie!

Heh! Whenever I hear the phrase 'cinematic gaming' 7th Sea is always the one I think of, and that scene in particular. If only the second hero hadn't murdered the villain as the villain was trying to save his companion... The player of the second hero couldn't understand why everyone else wouldn't have done the same. Needless to say the player of the first hero, having had his character killed by the fall to the spike topped fence below, was one of the most... eloquent of those berating the villainous hero who had killed the heroic villain. The second player was used to a kick in the door approach to gaming you see...

I am ashamed to say that when I first saw 7th Sea I mocked it. Then I read it. Then I bought it. Then I ran it. Then I loved it... Sad really.

The Auld Grump
 

The best chase I ran in D&D was actually vertical. By which I mean, the party had saved up a lot of money and pulled a lot of favors in order to get an airship, which they were going to use to fly to Laurasia (the game is modeled on the Mesozoic era, and the PC races are all reptilian). But one of the ex-party members, a deranged kobold ex-samurai with the feral and half-ghoul templates came to call. After he went insane when his daisho was broken, he was stabbed and left to die. He was rescued by the ophidians, an evil race of serpentine spellcasters, who infused him with undeath and sent him after the party. So, invisible, the samurai slipped onto the airship before it launched, and waited until it was near the Laurasian coast before striking.

In a matter of rounds, he incapacitated all but two of the party members, and had fought one to a standstill. He then dove under the deck into the ship's hold, and the surviving players followed him, chasing him into the bilge. Thinking they had him cornered, they began to taunt him. This is when the samurai pulled out a saw of prodigious cutting and slashed through the ship's bilge and through the air keel, the vortex to the Plane of Air that powered the ship. Elementals started spweing out, the ship spiralled out of control, the samurai dove off the ship and feather falled to safety. The ship dove towards a port city, and the only way they survived was through a 0hp character's last concious action was to use a card from the Deck of Many Things to avery the catastrophe, and it dove into a less lethal forest.

That was fun.

Demiurge out.
 

My best chase scene was for a WWII Modern Game I had going. The PCs were allied spies working in Prague. Due to a series of mistakes, they thought their description was out (it wasn't). They were just coming back from infiltrating an abandoned research facility (Himmler meets Umbrella Corp. ;) ), our heros are stopped at a checkpoint. The charismatic hero failed a series of esy bluff checks (rolled a 1 and a 2 on a row) so they were asked at gunpoint to get of their car. The psychotic wheelman (+15 Drive) decides it's time to run for it and the even more psychotic sniper takes out the SS liuetenant at the checkpoint.

What followed was a desperate car chase through the industrial sector of Prague as the Nazi tried to stop this heavy truck while chasing it with motorcycles with sidecars. A lot of, shooting, grenade throwing was involved. The wheelman player was great help at this point cause he really got into it and would come up with great maneuvers. About all that was lacking (to my shame :o ) was that i didn't include a fruitcart. Everybody knows you can't have a chase scene without a fruitcart. Or water barrels. ;)

IIRC, the chase was into a stalemate because the Nazis had enough time to blockade all the streets, until the wheelman decided to use the rail embankment to jump over a canal. Through an incredible roll, the use of an action point and "GM coolpoints" due to the awesome idea, they were able to make the jump. A the psychotic sniper had already jumped on a moving motorcycle and taken control of it. He didn't quite make the jump (he did survive the massive damage from the explosion though :D)


What I learned from this scene was:
1) have to add random obstacles (I ended up adding it on the fly). Your rules will help out greatly here.

2) using the Modern vehicle rules is slow. Specially if you have to be drawing a map of the area and everybody get's a move and an attack action. Chases should be fast-paced and PCs should react quickly to a changing environment. With the rules set up just as in combat, the players went into deep tactics mode which slowed the chase down. I think cutting down to one action per player will really help, as well as running the chase with a good action soundtrack in the background.

3) for a good chase in which the heroes are the prey yet they're tougher, you just gotta keep adding bad guys into the mix. With enough bad guys, yous start seing desperation tactics from your players which greatly add to the enjoyment of the game.
 

iwatt said:
I think cutting down to one action per player will really help, as well as running the chase with a good action soundtrack in the background.
You're never gonna beat Isaac Hayes.

"Damn right..."
iwatt said:
With enough bad guys, yous start seing desperation tactics from your players which greatly add to the enjoyment of the game.
I sometimes think the WHOLE POINT of DMing is driving my friends into such desperate straights that they attempt tactics I can mock them about later.

:D
 

Barsoomcore,
I have been looking at Hot Pursuit and I cna hardly wait to run a chase in my game. Trying to engineer one for the next session actually. :)

You list the math for computing speed as the run speed of a creature. Then you list common creatures. One thing though, the Run feat will give you a x5 run speed instead of a x4. In the SRD, all horses default to Run as one of their feats (Endurance is the other.) You might consider updating the table to reflect the run speed for horses with the feat. Commentary on spells such as Long Strider and items such as Boots of striding and Springing might be useful as well. Most of us can wing it pretty easily, but adding more information for new DMs is always a good thing.
 

Into the Woods

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