Pursuit

the flash

Mongoose
Hi
I'd like to know how you are handling pursuits ( on foot, on horseback...) .? My players are actually chased by a bunch of Aquilonian soldiers and I want to make it tje most fluid and heroic as possible
 
I'd suggest the Spycraft 2.0 Chase system. Try reading over it first at you local game store and see if you can incorporate some of those ideas into Conan.

But honestly, chases are a great opportunity to learn how to GM on the fly and make stuff up as you go. It's a skill that can help you in all aspects of GMing, and it's an easier place to try it out so that when it comes to doing in in the adventure of campaign as a whole you'll be able to do it more fluidly.
 
If I just want a quick chase between similar things (e.g. human vs. human or horse vs. horse) then I'll often just use fortitude checks with an increasing DC. Whoever fails first runs out of puff meaning they either loose their quarry or are caught.

For longer chases I've been known to use a quick version of the system from Unknown Armies.

The opponents start a set number of abstract "range bands" apart. To move one band requires an easy "stunt", to move two requires a hard one. I'll let the players declare their own stunts such as leap from one roof to another, knock over a market stall and so on and then decide on an appropriate skill to use. Easy stunts might be DC15 while hard ones might be DC20 or higher.

I do remember seeing some flow chart for running chases in the GM screen for TSR's Top Secret SI game. I think the idea was that NPCs would take a random branch and PCs would choose. The locations in the chart were abstract and you were expected to provide the detail on the fly. A T-Junction might be two clear routes through an asteroid field or running into a path running along the side of a canal depending on what you wanted. All that matters is you can go left or right.
 
For a well-developed but robust mechanic the Spycraft chase rules can't be beat. IIRC there was also a d20 Modern PDF developed based on the spycraft rules. Think the title was Hot Persuit but I could be mistaken. If all you want is chase mechanics it may be better than buying the spycraft book.

However, I personally would not bother with asking the players to learn a new system unless chases are to be a major part of the game. If you will ony have one simple chase every 4-5 sessions then you are better off playing it free-form. Use Dex checks to avoid obstacles and Endurance checks to keep pace over distance. The rest ought to be prety straightforward.

Later.
 
argo said:
If you will ony have one simple chase every 4-5 sessions then you are better off playing it free-form. Use Dex checks to avoid obstacles and Endurance checks to keep pace over distance. The rest ought to be prety straightforward.

Later.

That's basically how I would handle it, and maybe through in a synergy bonus to checks if someone has an appropriate skill (e.g., Knowledge: Arenjun for chases in Arenjun, Knowledge: Nature or the Borderer terrain bonus for a chase in the forest, etc.).
 
Also, doing things out of the ordinary on horseback is what the Ride skill is for, man. Use it liberally, but use it when you feel that if that character fell off right then...things would drastically change for his near future...

:twisted:
 
Well, it'll be hard given that it's just a lot of typed text, so I'll avoid a dialogue. In essence, you want to just give the players opportunities as the chase ensues, but not options. That's true of GMing as a whole, really. In other words, describe the obstacles in thier path, be they geographical or actual foes, and then see what they do. If it's cool or if it's in the direction that you wanted them to go, roll with that idea and add to it.

It's important to keep in mind "cool" and "what you wanted them to do" dont' necessarily always coincide, and they shouldn't. It's not your game, it's the group's game that you're running. Everybody wants to do something cool.

Now, this is also a chase, so don't give the players too much time to come up with elaborate plans. Know the lay of the land before you begin, too, so if it's a city of the countryside you know what's goin g to get in thier way. These two points will serve to direct the chase and keep the players feeling that it is a chase and not just another combat scene.

Allow them to do whatever they want, but consistantly, and I do mean consistantly, make then roll skill checks or whatever to accomplish it. REFLEX saves can be used, as can straight DEX checks, but you'll mainly want to have them roll Ride checks when they want to do anything other than just ride. Leaping a stream or gully on horseback, trying to stand in the back of a moving cart, jumping from one canoe to another on a rough river are all possibilities that will rewuire a check of some sort.

Lastly, these are all options for you as GM if you're wanting to run a chase scene. If you don't want the chase, but the players insist on it, or if the chase is totally not going the way you envisioned, always have a back-up plan. The party can ride into an ambush, lose their quarry in a think treeline, be overcome by a mysterious spell-like madness...whatever.

In all cases, the exact position of individuals is rarely important in a chase scene, at least the way I do it. I make the chase exciting by describing things quickly, and I am more emphatic when the chase starts getting to more crucial stages. However, I've always got an idea of where I want things to end up, so the focus is never the chase itself; it's always the destination. Where is everyone running to? Why are they going there and what will happen, if anything, when/if they all get there.

Then...I pretty much wing it.

8)
 
rgrove0172 said:
Newbie here, would someone care to give a brief example of how to handle a pursuit free form.

Here's an example:
Party ambushed by bandits along a forest path.
Party whips up on bandits and some attempt to flee.
Party decides to give chase (e.g., to avoid them warning their friends, to question them, etc.).
Therefore, the start of the chase consists of nearby bandits fleeing from the party into the forest.
Bandits ran and party pursued - roll opposed DEX or INIT checks, modified by anything that seems reasonable (e.g., Knowledge: nature, forests, local, etc. or a Borderer's terrain bonus) as well as movement speed difference. If the party wins then the bandits are caught up with and party members can attempt lunging grapples, melee combat, etc. If the bandits succeed, then they can either Hide (only if terrain permits, e.g., a forest, but perhaps not for plains or desert) or keep running. If they want to hide, then there should be an opposed Hide and Search/Spot checks (depending on how the PCs are looking for them, and modified based on the nature of the terrain and how much they won the opposed DEX check by), and if the Hide wins, the bandits get away, and if not, then melee. If they keep running (e.g., terrain doesn't provide cover or just choose to), then roll opposed CON checks (with modifiers for Endurance and how much they won the opposed DEX check by), and if the bandits win they leave behind fatigued chasing PCs, but if not, perhaps the bandits are fatigued when caught by the PCs.
 
rgrove0172 said:
Newbie here, would someone care to give a brief example of how to handle a pursuit free form.
As a GM try to think in terms of "scenes". The pursuit should be a series of scenes connected by furious running. Each scene should require both sides to make one or two simple checks to get past.

For example. A scene might consist of "a vendor rolls his cabbage cart out into the street". Both sides need to make Dex checks to avoid the cart and continue the persuit.

In between the "scenes" you simply describe the chase as one side trys to run down the other. If a chase continues for some time you can also start calling for Con checks/Endurance checks to keep pace in between scenes.

Depending on how long you want the chase to last you can either rule that anyone who blows a single check drops out of the chase - last man standing "wins". Or you could keep tally of the number of successes on both sides and rule that the first side to achieve a certian "spread" (say, be three successes up on the oposition) wins - in which case the action may sea-saw back and forth for quite a long time until one side or the other pulls ahead. If you go with the second method a failed check in a scene does not mean the character drops out, instead they automatically find their way around the obstacle the second time but they have lost ground (they trip over the cabbage cart and have to spend time getting back up).

Other examples of "scenes":
-a gorge up ahead, make jump checks to clear it (or ride checks to leap your mount)
-the "prey" tries to diappear into the crowd (or underbrush), opposed Hide and Spot checks
-the only way forward is along the narrow roof top, make balance checks not to slip
-a fence blocks the alley, climb check to get over

And so forth, if you need more ideas grab a kung-fu movie or police/spy flick.

The important thing is to keep it fast and loose. You are resolving complex actions, sometimes even several minutes worth of actions, with just one or two checks. Make sure the players understand that they are making just one check to sum up their performance over the course of the "scene" then quickly move on to the next scene. Victory is determined by overall performance accross many "scenes". This is what will give the chase a sense of furious action spread accross a large distance.

Hope that helps.
 
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