TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: GeekyBugle on October 04, 2019, 12:08:27 AM

Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 12:08:27 AM
What the envelope says, I'm looking for some chase scene mechanics, if possible for both foot and vehicular chase scenes.

Needs to be simple, fast and fun since I'm going to (probably) modify it for The Gang Hack (https://www.therpgsite.com/showthread.php?40966-The-Gang-Hack-WIP-Free-Game)
Title: Fast, simple, fun chase scene mechanics?
Post by: Cave Bear on October 04, 2019, 12:33:06 AM
Maybe adapt some kind of racing board game? Like Hare & Tortoise.
Title: Fast, simple, fun chase scene mechanics?
Post by: jhkim on October 04, 2019, 04:06:07 AM
The only one I have experience with is from the James Bond 007 RPG. It has a system for the opponents bidding to higher and higher difficulty, showing how dangerous you're going to outmaneuver them. Then you roll and resolve the round. I found it a lot of fun. The game is long out of print, but pretty easy to find online. Below is a link.

http://www.epicwords.com/attachments/15308
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 04:11:09 AM
Quote from: jhkim;1107511The only one I have experience with is from the James Bond 007 RPG. It has a system for the opponents bidding to higher and higher difficulty, showing how dangerous you're going to outmaneuver them. Then you roll and resolve the round. I found it a lot of fun. The game is long out of print, but pretty easy to find online. Below is a link.

http://www.epicwords.com/attachments/15308

Doesem't sound like it's a good fit, reading tho. But many thanks anyway
Title: Fast, simple, fun chase scene mechanics?
Post by: Rhedyn on October 04, 2019, 08:41:54 AM
Savage Worlds new Chase system is pretty decent, but idk about the ability to export it.
Title: Fast, simple, fun chase scene mechanics?
Post by: rgalex on October 04, 2019, 10:38:29 AM
There was a little indie game, Empire of Dust, that had some pretty nice streamlined chase rules.  IIRC it went something like this:

Step 1: Determine Escape Condition - subtract the speed of the slowest person being chased from the speed of the fastest person doing the chasing. That's the number of Leads the fleeing group need to escape (minimum 1).

Step 2: Determine Initiative

Step 3: Roll on a chart. I think it had 5 to 6 results that went something like Lead, Obstacle, Battle (Melee), Battle (Close Ranged), Battle (Mid Range) and Battle (Long Range).  It used a d20 for the roll and not all results had an equal chance of happening.  A Lead result moves you 1 step closer to escaping based on the Condition set in set step 1.  An obstacle means something pops up that forced a skill roll of some sort to avoid damage, consequence, etc.  Battle means that the 2 groups were close enough or in a good enough position to actually make an attack of the type allowed.  Use the initiative order and do a round of combat.

If the pursued get enough Leads they manage to get away.  If one side takes too much damage to continue then the other side wins and either gets away or catches who they are chasing.
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 11:06:26 AM
Quote from: Rhedyn;1107537Savage Worlds new Chase system is pretty decent, but idk about the ability to export it.

Anything can be exported/converted, but, is that the one with a deck of poker cards?
Title: Fast, simple, fun chase scene mechanics?
Post by: Rhedyn on October 04, 2019, 11:08:16 AM
Quote from: GeekyBugle;1107551Anything can be exported/converted, but, is that the one with a deck of poker cards?
Savage Worlds adventure edition just came out with the chase rules I am talking about.

You are probably thinking about the deluxe version, which was kind'of bad.

Both use a deck of poker cards.
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 11:08:26 AM
Quote from: rgalex;1107546There was a little indie game, Empire of Dust, that had some pretty nice streamlined chase rules.  IIRC it went something like this:

Step 1: Determine Escape Condition - subtract the speed of the slowest person being chased from the speed of the fastest person doing the chasing. That's the number of Leads the fleeing group need to escape (minimum 1).

Step 2: Determine Initiative

Step 3: Roll on a chart. I think it had 5 to 6 results that went something like Lead, Obstacle, Battle (Melee), Battle (Close Ranged), Battle (Mid Range) and Battle (Long Range).  It used a d20 for the roll and not all results had an equal chance of happening.  A Lead result moves you 1 step closer to escaping based on the Condition set in set step 1.  An obstacle means something pops up that forced a skill roll of some sort to avoid damage, consequence, etc.  Battle means that the 2 groups were close enough or in a good enough position to actually make an attack of the type allowed.  Use the initiative order and do a round of combat.

If the pursued get enough Leads they manage to get away.  If one side takes too much damage to continue then the other side wins and either gets away or catches who they are chasing.

Sounds good, gonna see if I can find the game and read that. if not will see if your recollection is enough to build my mechanics on top. I want it to be as Scooby Doo/Jaberjaw ass possible.
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 11:09:43 AM
Quote from: Rhedyn;1107552Savage Worlds adventure edition just came out with the chase rules I am talking about.

You are probably thinking about the deluxe version, which was kind'of bad.

Both use a deck of poker cards.

Adventure edition huh? I think I know someone who can lend me her book. Thanks!
Title: Fast, simple, fun chase scene mechanics?
Post by: Bren on October 04, 2019, 01:31:47 PM
I've used a number of different rules for chases. The big question is do you want to do a specific chase where the location, environment, opponents, and obstacles are known or do you want something generic for when a chase happens during play. For the former, I often craft something specific. For the latter a system works better.

I ran a lot of chases for Honor & Intrigue and ended up creating an alternate chase system (https://honorandintrigue.blogspot.com/2017/02/alternate-chase-rules.html) with a second post giving examples (https://honorandintrigue.blogspot.com/2017/02/examples-of-optional-chase-rules-for-hi.html). At the end of the blog post on examples is a link to a write up of the rules.
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 02:13:11 PM
Quote from: Bren;1107595I've used a number of different rules for chases. The big question is do you want to do a specific chase where the location, environment, opponents, and obstacles are known or do you want something generic for when a chase happens during play. For the former, I often craft something specific. For the latter a system works better.

I ran a lot of chases for Honor & Intrigue and ended up creating an alternate chase system (https://honorandintrigue.blogspot.com/2017/02/alternate-chase-rules.html) with a second post giving examples (https://honorandintrigue.blogspot.com/2017/02/examples-of-optional-chase-rules-for-hi.html). At the end of the blog post on examples is a link to a write up of the rules.

Reading your blog, thanks!

I prefer a system, something the GM can use to run and build chases even on the fly.
Title: Fast, simple, fun chase scene mechanics?
Post by: Bren on October 04, 2019, 02:26:34 PM
Quote from: GeekyBugle;1107606Reading your blog, thanks!

I prefer a system, something the GM can use to run and build chases even on the fly.
I thought that was probably what you wanted. :) But I have had success with planned out chases. Planning makes sense either because I know that it is highly likely that a chase is going to occur at a particular time and place or because the last session ended as a chase was about to begin. But I agree with, having something you can run on the fly is necessary for pretty much every kind of game setting I've ever played in or run.

And please do let me know if you find anything of interest on the blog.
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 02:40:11 PM
Quote from: Bren;1107608I thought that was probably what you wanted. :) But I have had success with planned out chases. Planning makes sense either because I know that it is highly likely that a chase is going to occur at a particular time and place or because the last session ended as a chase was about to begin. But I agree with, having something you can run on the fly is necessary for pretty much every kind of game setting I've ever played in or run.

And please do let me know if you find anything of interest on the blog.

Yeah, have had to plan chases before but, this is for a game I'm writing, a hack of The Black Hack, it's called The Gang Hack, a link to the thread (and in there to the pdf) is in my Opening post here. It's a Scooby Doo/Jaberjaws/etc game, so there will be chases, have a fun mechanic for the long corridor with doors chase once it's underway, needed a system for when a chase is declared (based on the reaction table).

Warning : the pdf isn't the current state of the game, have done some more work and haven't actualized the pdf nor linked it for people to see.
Title: Fast, simple, fun chase scene mechanics?
Post by: Bren on October 04, 2019, 02:51:55 PM
Quote from: GeekyBugle;1107612It's a Scooby Doo/Jaberjaws/etc game, so there will be chases, have a fun mechanic for the long corridor with doors chase once it's underway, needed a system for when a chase is declared (based on the reaction table).
You must include that vase, carpet, picture, or other object that is repeated again-and-again as they run down a seemingly endless corridor. :D
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 02:59:15 PM
Quote from: Bren;1107616You must include that vase, carpet, picture, or other object that is repeated again-and-again as they run down a seemingly endless corridor. :D

That would be great but, haven't found a way to do so, think I'll leave that one to the GM. :p
Title: Fast, simple, fun chase scene mechanics?
Post by: Bren on October 04, 2019, 04:28:48 PM
Probably works as a GM adds the color thing, but I could also see a set of cards with a dozen or more objects that could be in a hall: potted plant, striped vase, grandfather clock, painting of some creepy old person, floor rug, etc. The GM (or the players) could draw a few cards from the deck. This would determine which objects kept recurring in this particular hall or chase. You could keep the order the same or optionally all reshuffling of the cards that were drawn so the grandfather clock might follow the potted plant one time and the next time it would follow the floor rug, but the same few objects would keep recurring for this chase.
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 04:36:35 PM
Quote from: Bren;1107626Probably works as a GM adds the color thing, but I could also see a set of cards with a dozen or more objects that could be in a hall: potted plant, striped vase, grandfather clock, painting of some creepy old person, floor rug, etc. The GM (or the players) could draw a few cards from the deck. This would determine which objects kept recurring in this particular hall or chase. You could keep the order the same or optionally all reshuffling of the cards that were drawn so the grandfather clock might follow the potted plant one time and the next time it would follow the floor rug, but the same few objects would keep recurring for this chase.

That's a neat idea, might do some drawing and card design, or just suggest it in the pdf, this is gonna be a free game.
Title: Fast, simple, fun chase scene mechanics?
Post by: Bren on October 04, 2019, 04:49:18 PM
Glad you like it. I thought it would be an easy way to give some of the Hanna Barbara cartoon feel to play. Two pages in the PDF with cards*  would probably give you enough variety. People could then print out the pages and cut out the cards. A picture on the cards would be nice, but just printing out the words might still work.


*Google tells me a poker card is 3.5"x2.5" so you could easily fit 9 cards (10.5"x7.5") on an 8.5x11 piece of paper. More if you make them smaller like the cards in a lot of board games.
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 05:05:04 PM
Quote from: Bren;1107632Glad you like it. I thought it would be an easy way to give some of the Hanna Barbara cartoon feel to play. Two pages in the PDF with cards*  would probably give you enough variety. People could then print out the pages and cut out the cards. A picture on the cards would be nice, but just printing out the words might still work.


*Google tells me a poker card is 3.5"x2.5" so you could easily fit 9 cards (10.5"x7.5") on an 8.5x11 piece of paper. More if you make them smaller like the cards in a lot of board games.

Why a 8.5x11 piece of paper? What paper size is that?
Title: Fast, simple, fun chase scene mechanics?
Post by: Heavy Josh on October 04, 2019, 08:28:59 PM
Quote from: Bren;1107595I've used a number of different rules for chases. The big question is do you want to do a specific chase where the location, environment, opponents, and obstacles are known or do you want something generic for when a chase happens during play. For the former, I often craft something specific. For the latter a system works better.

I ran a lot of chases for Honor & Intrigue and ended up creating an alternate chase system (https://honorandintrigue.blogspot.com/2017/02/alternate-chase-rules.html) with a second post giving examples (https://honorandintrigue.blogspot.com/2017/02/examples-of-optional-chase-rules-for-hi.html). At the end of the blog post on examples is a link to a write up of the rules.

Ok, these are excellent rules! I might have some luck adapting them to Stars Without Number, which uses a 2d6 for skill rolls.  But I noticed in your blog post that you refer to OSR chase rules.  Do you have a link to them?
Title: Fast, simple, fun chase scene mechanics?
Post by: Bren on October 04, 2019, 08:36:14 PM
Quote from: GeekyBugle;1107641Why a 8.5x11 piece of paper? What paper size is that?
Standard US paper. About the same size as the European A4 (A4 paper is a little narrower and a little longer). I haven't done the calculation for Euro card sizes.
Title: Fast, simple, fun chase scene mechanics?
Post by: Bren on October 04, 2019, 08:43:00 PM
Quote from: Heavy Josh;1107662Ok, these are excellent rules! I might have some luck adapting them to Stars Without Number, which uses a 2d6 for skill rolls.  But I noticed in your blog post that you refer to OSR chase rules.  Do you have a link to them?
There was a link to the original blog article at the beginning of my post. I like to give credit to the original. Here's the link to John Bell's post (https://retiredadventurer.blogspot.com/2017/01/an-updated-version-of-my-chase-rules.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed:+TheRetiredAdventurer+(The+Retired+Adventurer)). I used what he had done and modified to suit.
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 04, 2019, 09:39:54 PM
Quote from: Bren;1107663Standard US paper. About the same size as the European A4 (A4 paper is a little narrower and a little longer). I haven't done the calculation for Euro card sizes.

That's a little bigger than letter size, which is the default here in México
Title: Fast, simple, fun chase scene mechanics?
Post by: Shawn Driscoll on October 04, 2019, 11:20:20 PM
Quote from: GeekyBugle;1107492Fast, simple, fun chase scene mechanics?

I hate to say it, but maybe Feast of Legends.
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 05, 2019, 12:06:09 AM
Quote from: Shawn Driscoll;1107683I hate to say it, but maybe Feast of Legends.

LOL, well since it was free I got it, might as well see if I can use something in it.
Title: Fast, simple, fun chase scene mechanics?
Post by: David Johansen on October 05, 2019, 12:38:08 AM
You could always break out a set of SJG's Zombie dice.  It's basically a chase game.  Roll the dice and see who gets more steps.
Title: Fast, simple, fun chase scene mechanics?
Post by: Bedrockbrendan on October 05, 2019, 12:13:35 PM
I keep things very basic in my games when it comes to chases. I usually just have each moment in a chase be a simple roll of between the peoples' relevant skill. I might have obstacles/dangers or strange things arise if a roll is particularly bad or good but otherwise it is usually one roll to catch up/exceed/or maintain. Then I give one or two more chances depending on what they are doing exactly to catch up again if someone falls behind. Probably not explaining it well but I find it works well for things like rooftop chases and races through the streets.
Title: Fast, simple, fun chase scene mechanics?
Post by: lordmalachdrim on October 05, 2019, 12:35:13 PM
I've never used chase mechanics found in any system I've ever run. I always just winged it and went with what ever felt right for a given chase.
Title: Fast, simple, fun chase scene mechanics?
Post by: Psikerlord on October 09, 2019, 05:00:41 AM
I wrote some "fast and furious" chase rules, with an emphasis on improv, to emulate movie chases in 2015: http://dndhackersguild.weebly.com/blog/fast-and-fun-chase-rules-for-dnd-5e

This formed the basis of Low Fantasy Gaming's chase system (in my sig)
Title: Fast, simple, fun chase scene mechanics?
Post by: GeekyBugle on October 09, 2019, 11:02:15 AM
Quote from: Psikerlord;1108488I wrote some "fast and furious" chase rules, with an emphasis on improv, to emulate movie chases in 2015: http://dndhackersguild.weebly.com/blog/fast-and-fun-chase-rules-for-dnd-5e

This formed the basis of Low Fantasy Gaming's chase system (in my sig)

Thanks, will read it to mine it for ideas.