View Full Version : A running chase
kaomera
06-05-2005, 02:16 PM
I've always liked chases. They make a great bit in movies and books, and I've found they can be much fun in games if properly handled. If stretched out a bit, they can provide all sorts of chances for physical action roleplaying (ie: the characters are physically acting, and the players are playing it out), as well as tension, a bit of drama, all that good stuff.
So: in BW, how do I handle this? I guess I should first ask: do I handle this? Would I just call for a Versus Test and then apply LiR and just describe the action and move on? I can see it as a series of Versus Tests, but then we would run out of skills and Stats to test fairly quickly...
I could see running it as Range and Cover, but how would I handle that if neither side has missile weapons? Should I use Fight! instead?
The way I'm used to running this is to have a quick flowchart of the basic chase route. Characters move down the chart, making choices where appropriate (do you go right, climb the fence, and try to cut him off; or do you continue straight and just try to out-run him?) and making any appropriate tests as needed...
donbaloo
06-05-2005, 02:35 PM
You're probably aware of it but just a reminder that pp 238-240 of the system book cover the mechanics for speed and chases. If you're going to draw it out into an entire scene maybe it would be a good idea to let the character's know when they start what the maximum number of versus test this scene will allow. Then instead of setting up choices at each juncture (jump the fence or pour on the speed) just let the characters use their Forks to describe what they're doing. If they ForK in streetwise and are successful then they can describe themselves as jumping a fence and shortcutting to close some of the distance. I guess you could even feasibly have a linked test at each juncture. For example, at the next test point the chase is flows through a busy market square with various streets leading out. If the character wants to use his Streetwise or Citywise to aid in the contest then instead of ForKing it, link it so that he makes a Streetwise test which either fails, meets, or exceeds a given obstacle. Failure means his attempt at a shortcut turned out as a longcut and has added 1 to the obstacle of the upcoming vs. speed test. Exceeding the streetwise test obviously means he did quite well and gets to subtract one from his speed versus test obstacle. Just ideas...
And as far as running out of testable skills I don't know how long you would plan to run the scene but I think there are a fair number of skills to draw upon for the chase. Climbing could come into play, Inconspicuous vs. Observation or Perception, Streetwise and Citywise, perhaps a Power test thrown in, Tunnel-wise...I'm sure they could be as creative as you wanted them to be. I do wonder though, how do you guys handle Burning Wheel swimming? Is it a skill check of some sort or a Stat test?
Edit to add: Actually, linked tests only provide +1D for exceeding obstacle (not an obstacle reduction of 1) but failure does add to the upcoming obstacle. Obviously, ForKing gives the same benefit with none of the risk of hinderance...but linked tests could make it more dramatic.
kaomera
06-05-2005, 03:04 PM
You're probably aware of it but just a reminder that pp 238-240 of the system book cover the mechanics for speed and chases.
:oops: :oops: :oops:
I was dimly aware that there should be something in the rules to cover it, but I did not actually remember that particular passage. Actually I didn't really recall the Measurement, Distance, and Movement section being it's own section; I think when looking for stuff I've been stopping at the magic sections and not using the index enough... Thanx, that's what I needed.
I have had chases evolve (devolve?) to the point that I've had to deliberately cut them off to end a session, just because the players where digging it too much. But I think that's like the session-long "roleplay" negotiations; it's much more player-driven than character-driven and it's not what BW is about...
MetalBard
06-06-2005, 11:56 AM
I have had chases evolve (devolve?) to the point that I've had to deliberately cut them off to end a session, just because the players where digging it too much. But I think that's like the session-long "roleplay" negotiations; it's much more player-driven than character-driven and it's not what BW is about...
Why would you want to cut players off when they are really into a particular segment? Just wondering, since I'd be the type of GM to milk that segment for all its worth, as long as the players are into it. Would you worry about getting too bogged down in it?
donbaloo
06-06-2005, 12:11 PM
I'm not trying to derail this into a philosophy of BW but I sort of had the same idea as MetalBard. BW, to me so far, seems to really focus on player driven scenes. Luke goes out of his way several times to remind readers that the characters are purely fictional personas and that their wants and desires are pretty irrelevant. Its the player's wants and desires being expressed through BITs and those are what should grease the wheels of the scenario. If my players were all into a chase scene I'd be hard pressed to rein it in as long as I was having fun too. Maybe the story progression has slowed down a bit but if everyone's loving it I'd have to go with it.
kaomera
06-06-2005, 10:01 PM
I'll be honest, I'm rather conflicted about this myself. I'm starting another thread (in The Fevered Circle (http://burningwheel.org/forum/viewtopic.php?p=13423#13423)) about this, and maybe we can hash it out, eh?
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