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<blockquote data-quote="Celebrim" data-source="post: 9346869" data-attributes="member: 4937"><p>So the most elegant ("rules concise") set of chase rules I'm familiar with is from 1e WEG D6 Star Wars, which is an utterly brilliant set of rules. I haven't counted but it runs at about 3 pages or 1500 words roughly. It's also subtly flawed in a way that isn't obvious until you try to use it for a while. Once you notice the flaw through play though, the rules become some parts annoying and hilarious. 2e WEG D6 Star Wars patches the underlying problem but at the cost of actually ruining what made them 1e rules so brilliant. Since I'm running WEG D6 now at some point I'm going to have to break down and fix the problem by combining ideas from the two editions into something that actually works particularly as chases become more important to my game. But in both cases, you have a complete system that really is only breaking in subtle ways. </p><p></p><p>In both cases, they present the rules twice once for on foot and once for vehicles just for clarity. That about doubles the page count but does have a purpose.</p><p></p><p>Your rules are nothing like that. I'm not going to critique them too harshly, save to point out something someone else already pointed out is that you have written no way for the fleeing party to win. Almost everything about it is actually wrong, either in obvious or subtle ways that suggest you haven't actually ran many chase scenes. I'm not meaning to be insulting, I'm just saying that your quick stab at the idea looks about like the mess I would expect if someone made a quick stab at the idea without thinking it through. In an equally short amount of time or space, I'd probably do no better.</p><p></p><p>Probably the most comprehensive chase system and the one that was most influential to me and one I consider one of the top 50 or so most important gaming documents ever written is Corey Reid's ([USER=812]@barsoomcore[/USER] ?) "Hot Pursuit: The Definitive D20 Guide to Chases". It clocks in at 42 pages so lets call it 21000 words, plus it ended up having a supplement because it didn't spend enough time talking about chases on foot. Other supplements probably would be worthwhile if you were really interested in a pirates game or a space opera. It's also a system you could quibble with in about 10% of its rules, but it is in fact an actual system for chases which your 100 word rules doesn't really manage to be. If you haven't read it before, then you really should. It's one of those "every gamer should own a copy" sort of works in my opinion.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9346869, member: 4937"] So the most elegant ("rules concise") set of chase rules I'm familiar with is from 1e WEG D6 Star Wars, which is an utterly brilliant set of rules. I haven't counted but it runs at about 3 pages or 1500 words roughly. It's also subtly flawed in a way that isn't obvious until you try to use it for a while. Once you notice the flaw through play though, the rules become some parts annoying and hilarious. 2e WEG D6 Star Wars patches the underlying problem but at the cost of actually ruining what made them 1e rules so brilliant. Since I'm running WEG D6 now at some point I'm going to have to break down and fix the problem by combining ideas from the two editions into something that actually works particularly as chases become more important to my game. But in both cases, you have a complete system that really is only breaking in subtle ways. In both cases, they present the rules twice once for on foot and once for vehicles just for clarity. That about doubles the page count but does have a purpose. Your rules are nothing like that. I'm not going to critique them too harshly, save to point out something someone else already pointed out is that you have written no way for the fleeing party to win. Almost everything about it is actually wrong, either in obvious or subtle ways that suggest you haven't actually ran many chase scenes. I'm not meaning to be insulting, I'm just saying that your quick stab at the idea looks about like the mess I would expect if someone made a quick stab at the idea without thinking it through. In an equally short amount of time or space, I'd probably do no better. Probably the most comprehensive chase system and the one that was most influential to me and one I consider one of the top 50 or so most important gaming documents ever written is Corey Reid's ([USER=812]@barsoomcore[/USER] ?) "Hot Pursuit: The Definitive D20 Guide to Chases". It clocks in at 42 pages so lets call it 21000 words, plus it ended up having a supplement because it didn't spend enough time talking about chases on foot. Other supplements probably would be worthwhile if you were really interested in a pirates game or a space opera. It's also a system you could quibble with in about 10% of its rules, but it is in fact an actual system for chases which your 100 word rules doesn't really manage to be. If you haven't read it before, then you really should. It's one of those "every gamer should own a copy" sort of works in my opinion. [/QUOTE]
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