RE: Re: How to run a chase in HQ2

From: Matthew Cole <matthew.cole_at_...>
Date: Tue, 24 Feb 2009 09:55:50 -0000


this makes a whole lot of sense. Are you saying to use unrelated actions (asymmetrical exchanges)?

From: HeroQuest-rules_at_yahoogroups.com [mailto:HeroQuest-rules_at_yahoogroups.com] On Behalf Of Jamie Sent: 24 February 2009 09:45
To: HeroQuest-rules_at_yahoogroups.com
Subject: Re: How to run a chase in HQ2

To give context to my Spirit of the Century suggestion for chase scenes, I am not saying that you should switch rule systems or that you should abandon vanilla HQ2.

SotC contains great advice as to how to run chase scenes which is applicable to HQ2. The two systems have the same limitations when it comes to extending contests and similar approaches.

HQ2 has a limited number of rolls based on the point scoring system, and SotC will have limited rolls based on the stress track of the escaping enemy.

One of SotC's suggestions based on the PCs being pursued is to extend the contest by introducing other chasers to be overcome before being pursued to the end by the main antagonist in the manner of a classic chase as seen on film.

You can flip this, and abstract it to any situation that requires extension, (reading between the lines chase scenes are just the outworked example of an unwritten generic extended scene mechanic in SotC).

So in HQ2 you would introduce other obstacles that need to be overcome before the main conflict can be resolved. Think of it as a Group Extended Contest where certain enemies do not engage until the lesser ones have been beaten (the classic mook style fight for instance). The lesser enemies in this case can be any obstacle because all conflicts in HQ2 are opposed, but the key is that the overall contest is either delayed or detracted from until the situation at hand is resolved.

For an example, a classic wilderness chase usually has some kind of ticking clock "Stop the mad Priest before he puts the key in the Lock of Anubis and we are all doomed"; which would be the primary contest that must be completed. But, there are lots of other obstacles that can get in the way and hold off on the resolution of that contest. Crossing the ravine that the antagonist managed to sidestep, following tracks that have been obscured by impish forest spirits, beating up the henchmen that the antagonist left lying in ambush, defeating the monster that the antagonist tricked you into walking into.

Each of these obstacles is effectively a new NPC intervening in the contest and stepping between the PCs and their quarry.

This could of course be done with a group of simple contests, but the group extended contest allows you to intersperse direct chase rolls with obstacles, giving you a consistent narrative across the chase as well as interesting diversions along the way.

e.g. "You easily swing across the ravine without it inflicting any points on you and the chase is back on, roll for the chase and see if you can capitalise and make up some ground on the Priest."

Jamie

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