Re: Re: How to run a chase in HQ2

From: L C <lightcastle_at_...>
Date: Tue, 24 Feb 2009 13:02:59 -0500


I'm glad you found a solution. Also, forgive me going only by what has been mentioned on line, but I recall reading somewhere that there are "assist" rules, where someone/thing not involved in the contest can come in to assist and only push down the resolution score ("the number that needs to get to 5 to win"). So these "unrelated actions/intervening events" could be modeled as that, I would think, if you wanted to extend the contest and pace out the direct confrontations with the "big bad".

Sounds fun!
LC

Matthew Cole wrote:
>
> Yes, I like this. But I see where the disengagement idea came from: we
> seemed to need something to prevent protagonists from directly interacting
> with the 'big bad'. Of course the 'big bad' or 'chase target' doesn't have
> to be present for the heroes to have a contest with it.
>
> To clarify, it's not necessarily the chase antagonist (Whitey and his Band
> of Evil Men) that's personally 'putting' obstacles in the way unless
> you see
> the overall resistance that they're up against as the contest antagonist.
>
> Ok, so that's decided then.
>
> Problem:
> How do I run an epic chase in vanilla HQ2 (with the catching and a few
> other
> details pre-determined)?
>
> Solution:
> The chase can be a group extended contest with the main antagonist not
> present until certain 'obstacle conflicts' that are thematically
> related to
> the main one are passed.
>
> This way we can use the pass/fail cycle and experience a non-linear
> progression (potential obstacle conflicts are not hard-ordered before the
> main contest begins and will become relevant at the right 'story
> moment' and
> might bring up others depending on outcome).
>
> Looking at this description I see implication that some obstacle conflicts
> will be unrelated actions (definition: actions that can't affect the
> resolution points of the main contest) and some won't.
>
> _____
>
> From: HeroQuest-rules_at_yahoogroups.com
> <mailto:HeroQuest-rules%40yahoogroups.com>
> [mailto:HeroQuest-rules_at_yahoogroups.com
> <mailto:HeroQuest-rules%40yahoogroups.com>] On Behalf Of Jamie
> Sent: 24 February 2009 11:03
> To: HeroQuest-rules_at_yahoogroups.com
> <mailto:HeroQuest-rules%40yahoogroups.com>
> Subject: Re: How to run a chase in HQ2
>
> Actually ignore the disengagement part it takes us down a blind alley, its
> more about the intervening contests being able to insert themselves
> between
> the PCs and the big bad, and even this could be satisfactory decided based
> on outcomes in the main contest.
>
> i.e. you roll badly and suffer a major defeat in the chase and as a side
> consequence the big bad manages to put an obstacle between you and your
> quarry, defeat that in order to continue with the chase.
>
>
>
>
>

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