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<blockquote data-quote="barsoomcore" data-source="post: 2025811" data-attributes="member: 812"><p>I recommend EVERYTHING to do with Grim Tales. It's a heckuva book and one of the best RPG purchases I've ever made. I actually wrote these rules because of Benjamin's work in his book -- his chase rules were really really good, but I felt there were a couple of significant changes that I could make that would really turbo-charge them. It was a lot of thinking and puzzling out just what all the components were to a good chase and then coming up with mechanics to easily model those.</p><p></p><p>The end result is certainly not a massive departure from the Grim Tales system -- opposed maneuvers is the basis (which I thought was the really brilliant part of GT's rules), but I revamped a lot of the conditions and most especially the speed mechanics and obstacle rules to give more of what I felt a great chase scene had to it. It's not an expansion on GT, it's a distinctive transformation of those rules, dovetailing them with d20 Modern and 3.5 SRD and providing tools to bring in material from any d20 system. You can use any creature, any vehicle with these rules. Run chases on foot, in airplanes, speedboats, horseback, whatever.</p><p></p><p>If you like the Grim Tales system, I'm very sure you'll like these. They're more like GT than Spycraft, to be sure.</p><p></p><p>None of this is any sort of a swipe at those rules. Spycraft chase rules are HUGE fun for Spycraft games, and the GT rules are great for one chapter in a larger book. But I really felt that I wasn't the only person looking for a comprehensive, broad-ranging set of rules that expanded the d20 ruleset and would work with any d20 game system.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 2025811, member: 812"] I recommend EVERYTHING to do with Grim Tales. It's a heckuva book and one of the best RPG purchases I've ever made. I actually wrote these rules because of Benjamin's work in his book -- his chase rules were really really good, but I felt there were a couple of significant changes that I could make that would really turbo-charge them. It was a lot of thinking and puzzling out just what all the components were to a good chase and then coming up with mechanics to easily model those. The end result is certainly not a massive departure from the Grim Tales system -- opposed maneuvers is the basis (which I thought was the really brilliant part of GT's rules), but I revamped a lot of the conditions and most especially the speed mechanics and obstacle rules to give more of what I felt a great chase scene had to it. It's not an expansion on GT, it's a distinctive transformation of those rules, dovetailing them with d20 Modern and 3.5 SRD and providing tools to bring in material from any d20 system. You can use any creature, any vehicle with these rules. Run chases on foot, in airplanes, speedboats, horseback, whatever. If you like the Grim Tales system, I'm very sure you'll like these. They're more like GT than Spycraft, to be sure. None of this is any sort of a swipe at those rules. Spycraft chase rules are HUGE fun for Spycraft games, and the GT rules are great for one chapter in a larger book. But I really felt that I wasn't the only person looking for a comprehensive, broad-ranging set of rules that expanded the d20 ruleset and would work with any d20 game system. [/QUOTE]
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