Running a chase/pursuit/race

From: ian_hammond_cooper_at_...
Date: Tue, 22 May 2001 14:04:39 -0000


In light of the recent thread on withdrawing from combat and some episode plans I have in mind I wondered if anyone else had ideas or experience of running a chase/pursuit/race as an extended contest.

I want to model the big chase sequence from a movie/tv episode - where our hero(s) push themselves to the point of exhaustion, try cunning tricks to throw of their pursuers, etc. This is why I was thinking of an extended contest instead of a group simple contest.

Now I do have some ideas. We played out something along these lines in an episode Bruce Ferrie was narrating where we held an impromptu contest to decide who would go on a cattle raid. 3 Finovani sped across the tula with a couple of cattle in tow pursued by the clan's best hunter, and determined to reach the finish line first. The players (running the Finovani characters) described their actions to shake off pursuit/cover their tracks and we guessed at some AP depending on how likely we thought you would be to win/lose the contest (get to the finish line last) by taking that course of action.

The kind of abilities that seem most relevant are movement, knowledge of local geography, concealment, and stealth.

I think those are the basics - though I would be interested in other opinions. I would prefer not to use any new rules - I want to use the existing HW extended contest mechanics.  

I am unsure of the best way of handling events - natural obstacles, wildlife, passers-by etc. Should these be added to the mix by the narrator and prompt bids by the hero ("There is a stream ahead") or should the heroes be allowed to insert them in a bid ("I look for a strem t help me throw the alynxes off the scent....") or should they be a nested simple contest or some sort of hybrid of all these techniques.

Anyway...

Ian Cooper

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