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<blockquote data-quote="kenada" data-source="post: 9346841" data-attributes="member: 70468"><p>What exactly constitutes a “mini-campaign”? As I noted in <a href="https://www.enworld.org/threads/no-more-massive-tomes-of-rules.704225/post-9345198" target="_blank">post #10</a>, I’m aiming for a small core, but we’re around the forty session mark. I have no idea how many more sessions we’ve got before we finish (because that’s up to the players), but if I had to guess, it would be at least as many more. If that’s “mini” now, that’s some wild campaignflation. <img class="smilie smilie--emoji" alt="😂" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f602.png" title="Face with tears of joy :joy:" data-shortname=":joy:" loading="lazy" width="64" height="64" /></p><p></p><p style="text-align: center">⁂</p><p></p><p>Regarding the two sets of chase rules, how do you transition into them? Specifically, if we’re in combat, what steps can I take to escape without getting immediately run down by a faster adversary? Does speed matter while escaping? Are there things you can do other than just move to make progress? These are some of the questions that come to mind when running chases.</p><p></p><p>The way I would handle chases in my homebrew system is to use the conflict resolution process. To get out of combat, there is an end-of-round Escape reaction you can use if no enemies are next you you.</p><p></p><p>The conflict resolution process works (more or less) as follows:</p><ol> <li data-xf-list-type="ol">Players state their goal</li> <li data-xf-list-type="ol">GM determines level, cost to participate</li> <li data-xf-list-type="ol">GM frames scene, players say what they do</li> <li data-xf-list-type="ol">Repeat 3 until the conflict is over (goal has been reached, cost can’t be paid, etc)</li> </ol><p>Level determines progress required on the tracker to get your goal (= level × 4). Progress is made based on the margin¹ of checks made by the PC. If the conflict is not resolved², the GM adds consequences (as foregrounded during the check procedure).</p><p></p><p>Cost can be an opposing tracker or something else that must be paid regularly by the PCs. For example, if you are trying to escape ravenous monsters that are faster than you, dropping food/rations/hirelings/etc could be the cost to keep them distracted while you escape.</p><p></p><p>Otherwise, you just play like normal. When the PCs make a check, success must be respected. The GM cannot negate it with consequences or other chicanery. If the PCs establish that a particular passage is safe, you can’s have a surprise guard patrol pop out of nowhere. That is a misplay by the GM.</p><p></p><p>[HR][/HR]</p><p><span style="font-size: 15px">[1]: Margin is the different between the check result and the target difficulty. There is a standard difficulty that can be modified by factors such as distance, scale, etc. Those factors have tables indicating how to determine the factors. There can also be temporary factors as consequences and factors based on relative rank.</span></p><p><span style="font-size: 15px">[2]: I’ll add the caveat that the conflict rules are undergoing change at the moment and won’t be used in a session³ until the Saturday. The current rule for checks uses degrees of success, but I would like to move away from that.</span></p><p><span style="font-size: 15px">[3]: I post <a href="https://www.enworld.org/search/2985532/?t=post&c%5Bthread%5D=682741&c%5Busers%5D=kenada&o=date" target="_blank">recaps</a> in the commentary thread. I should have Saturday’s up that day or probably no later than Monday. When I try new things, I usually comment on them in the recap.</span></p></blockquote><p></p>
[QUOTE="kenada, post: 9346841, member: 70468"] What exactly constitutes a “mini-campaign”? As I noted in [URL='https://www.enworld.org/threads/no-more-massive-tomes-of-rules.704225/post-9345198']post #10[/URL], I’m aiming for a small core, but we’re around the forty session mark. I have no idea how many more sessions we’ve got before we finish (because that’s up to the players), but if I had to guess, it would be at least as many more. If that’s “mini” now, that’s some wild campaignflation. 😂 [CENTER]⁂[/CENTER] Regarding the two sets of chase rules, how do you transition into them? Specifically, if we’re in combat, what steps can I take to escape without getting immediately run down by a faster adversary? Does speed matter while escaping? Are there things you can do other than just move to make progress? These are some of the questions that come to mind when running chases. The way I would handle chases in my homebrew system is to use the conflict resolution process. To get out of combat, there is an end-of-round Escape reaction you can use if no enemies are next you you. The conflict resolution process works (more or less) as follows: [LIST=1] [*]Players state their goal [*]GM determines level, cost to participate [*]GM frames scene, players say what they do [*]Repeat 3 until the conflict is over (goal has been reached, cost can’t be paid, etc) [/LIST] Level determines progress required on the tracker to get your goal (= level × 4). Progress is made based on the margin¹ of checks made by the PC. If the conflict is not resolved², the GM adds consequences (as foregrounded during the check procedure). Cost can be an opposing tracker or something else that must be paid regularly by the PCs. For example, if you are trying to escape ravenous monsters that are faster than you, dropping food/rations/hirelings/etc could be the cost to keep them distracted while you escape. Otherwise, you just play like normal. When the PCs make a check, success must be respected. The GM cannot negate it with consequences or other chicanery. If the PCs establish that a particular passage is safe, you can’s have a surprise guard patrol pop out of nowhere. That is a misplay by the GM. [HR][/HR] [SIZE=4][1]: Margin is the different between the check result and the target difficulty. There is a standard difficulty that can be modified by factors such as distance, scale, etc. Those factors have tables indicating how to determine the factors. There can also be temporary factors as consequences and factors based on relative rank. [2]: I’ll add the caveat that the conflict rules are undergoing change at the moment and won’t be used in a session³ until the Saturday. The current rule for checks uses degrees of success, but I would like to move away from that. [3]: I post [URL='https://www.enworld.org/search/2985532/?t=post&c%5Bthread%5D=682741&c%5Busers%5D=kenada&o=date']recaps[/URL] in the commentary thread. I should have Saturday’s up that day or probably no later than Monday. When I try new things, I usually comment on them in the recap.[/SIZE] [/QUOTE]
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