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The Art of the Chase - Getting players to engage
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<blockquote data-quote="howandwhy99" data-source="post: 5043975" data-attributes="member: 3192"><p>Morale rules work because NPCs have just as much interest in saving their own lives as the players. Plus the game has a way of teaching players good tactics by displaying them from the foes.</p><p></p><p>As a player I don't always do this, but good strategy means having a good exit strategy too (no politics please). When I'm facing something I feel I know fairly well, then I already have a fair idea on whether I should even face it or not. Or if I should try a more indirect approach. When facing something wholly new, then I'm going to try and have a means to get away. I don't think it's shameful to run and maybe that is something that could be imparted through gaming to influence the players position on it?</p><p></p><p>I use different chase rules based upon the environment. My preference is towards rules that do not require preparation beforehand. Just a knowledge of the area and whether enemies will give pursuit or not. I don't care to have to set up a separate "chase scene" encounter design every time the possibility might present itself.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5043975, member: 3192"] Morale rules work because NPCs have just as much interest in saving their own lives as the players. Plus the game has a way of teaching players good tactics by displaying them from the foes. As a player I don't always do this, but good strategy means having a good exit strategy too (no politics please). When I'm facing something I feel I know fairly well, then I already have a fair idea on whether I should even face it or not. Or if I should try a more indirect approach. When facing something wholly new, then I'm going to try and have a means to get away. I don't think it's shameful to run and maybe that is something that could be imparted through gaming to influence the players position on it? I use different chase rules based upon the environment. My preference is towards rules that do not require preparation beforehand. Just a knowledge of the area and whether enemies will give pursuit or not. I don't care to have to set up a separate "chase scene" encounter design every time the possibility might present itself. [/QUOTE]
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