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.