Making Spycraft chases sizzle

We tried the rules for Spycraft chases, and they seemed really fun in theory. But in practice, the fast exciting races slowed the game to a crawl.

So in the end, chases became just too long for us, and we returned to winging it.

But we don't play with minatures either, because they take to long for us.

We are one of those RP cinematic groups.

Good luck with the rules!

Razuur
 

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With the new features, I expect a lot of new threads will get necro'd :)

Anyway, I found it works quite well in D20 Modern (since I don't use the Spycraft rules).

I put each maneuver (including the names for aircraft) on an index card, with a list of modifiers so I don't have to consult the book. There's another index card with the basic chase rules (eg starting lead, and so forth).

The predator chooses a card, and the prey chooses a card. The GM makes sure they use the appropriate modifiers, then Drive checks are made.

It wasn't that slow IME, and the player driver hardly knew the system. Alas, Spycraft vehicles have about 4 x the hit points of D20 Modern vehicles, and furthermore Spycraft guns are weaker, so the vehicle combat ended when the players shot the hell out of a police car.

Next time, I'll quad the hit points.
 

I've played Spycraft a bit, but I confess to never having used the chase rules. They do seem rough to me, but it has been much appreciated by many players.
 

Alternate Chase rules sources:

Grim Tales has a set of Vehicle rules that I found much more intuitive and fun than Spycraft's.

But I wasn't 100% satisfied with them. So I wrote my own set, that I not-so-humbly think are even better, and they're coming soon via Adamant Entertainment, as part of their MasterKit line of PDF products. They're pretty much system-generic, so you can use them with Spycraft, or D&D, or d20 Modern or any d20 game you like.

Keep your eyes on the road! :D
 


barsoomcore said:
Alternate Chase rules sources:

Grim Tales has a set of Vehicle rules that I found much more intuitive and fun than Spycraft's.

But I wasn't 100% satisfied with them. So I wrote my own set, that I not-so-humbly think are even better,

Having gotten a peek at them a couple of times a while back, FWIW I totally agree. Very nice fluid mechanics that marry the best of both abstract and concrete, I look forward to seeing them in print.
 


I use the chase cards and resources on http://www.modus-operandi.co.uk/ to manage chases. Worked really well the times I used them. For those with a Laptop at the table there is a neat little tool on there that will do all the calculation for you and tell you the results of each round... VERY handy and it leaves you and the players to focus on the Roleplay and chase description...

-W.
 

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