How to GM an chase scene

I'm working on a set of unified, comprehensive chase rules that can apply to all genres and scenarios. PM or email me (follow my link to my resume) and I can get you what I've got. Chases are fun stuff.
 

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The Other Librarian said:
There was an adventure in Dungeon that started with a rooftop chase, and had some neat things to throw at the players. Damned if I can remember what it was called though, or which issue. Maybe someone else here will know.

I think it was The Seventh Arm. I DM'd this and it was a lot of fun. Basically it was several events (in a random order) that could drop a PC out of the foot race. If at least one PC made it through all of the events, they caught up with the NPC. Events were things like skill checks (Jump check to leap between buildings or a Balance check to not slip off a roof or even a Concentration check to keep an eye on the prey through a swarm of bats he kicked up), or even attack rolls (at one point the NPC hid and fired a crossbow bolt at a PC--if the PC was struck, he dropped out of the race because of his injury).

You could think up several of these events ahead of time and roll randomly for the next event. I thought this system was pretty clever because it allows the DM the ability to monitor the situation and decide to add or subtract to the number of events based on how much fun the players are having.
 

I'll add a voice to the recommendation for the rules from Spycraft/Grim Tales. They're great for chases, and easily adaptible to all sorts of situations, even D&D. :)
 

Haven't seen the Spycraft/Grim Tales rules, but I've adapted the race rules from Tournaments, Fairs and Taverns for a couple of chase scenes I've run.
 


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