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#1 |
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Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
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I'm looking for a comprehensive way to abstract "chase scenes" in GURPS. This could be on foot in a crowded city street, it could be on horseback or motor vehicle.
I've been thinking about it for a while, and I'm not really happy with my results, so I'm consulting the GURPS Hive Mind. Right now, whenever any kind of Chase Scene happens, whether is a quick run-down on foot, or a long-term chase of the players overland on horseback, it always seems to boil down to He With the Highest Move Score Wins. This is not satisfactory for me. I think that He with the Highest Move Score has a significant advantage, but is not always guaranteed success, particularly when he can't use that Move to best advantage. I want some way to boil the end result of a chase down to a handful of rolls. The problem lies in deciding what rolls to make under what circumstances, and how much weight to give each roll. It seems to become a complex matrix of if/thens, eventually moving so far away from my goal of simplification that it becomes unrecognizable as such. What follows is a vague framework of what I have so far, and I'd appreciate input on it. It does not yet take into account difficulties for Terrain, Fitness levels (i.e. fit/unfit,plus Extra Fatigue). I don't know how I should differentiate between high Basic Move (which reflects better acceleration, which matters more in tight spaces with directional changes) and Sprint/Enhanced Move (which matters more for the straight line run). I don't know what time scale I should apply it on. Roll once for the whole chase? Once every 10 seconds? Once per day for long term overland chases? Anyway, I hope to get some useful feedback so that I can nail this thing down. Honestly, I don't know how else to resolve this sort of thing without resorting to Fastest Person Wins. And that bugs me. A lot. Locale: Urban/City Move * 4 (retain fractional move from Basic Speed for this calculation; include sprint bonus or Enhanced Move where applicable). Use Encumbered values where applicable. + Margin of Success (MoS) vs Area Knowledge (appropriate city locale) skill + MoS vs Running skill (on foot); Riding skill (on horseback); Teamster (wagon) + MoS vs Evasion Technique (on foot, in a crowd) Locale: Rural Move * 4 (retain fractional move from Basic Speed for this calculation; include sprint bonus or Enhanced Move where applicable). Use Encumbered values where applicable. + MoS vs Area Knowledge (appropriate rural locale) skill + MoS vs Running skill (on foot); Riding skill (on horseback); Teamster (wagon) + MoS vs Camoflage (if trying to lose pursuer using Camouflage instead of outrunning them) + MoS vs Climbing (if cliff or tree climbing might be involved in the escape) + MoS vs Hiking (long-term pursuit) or Running (short pursuit), Skiing, Skating or Swimming if applicable + MoS Tracking if Obfuscating tracks is attempted + MoS vs Boating/Shiphandling (on water) + MoS vs Navigation (appropriate specialty; long pursuits only) Locale: Aerial Move * 4 (retain fractional move from Basic Speed for this calculation; include sprint bonus or Enhanced Move where applicable). Use Encumbered values where applicable. + MoS vs Aerobatics + MoS vs Navigation (air) + MoS vs Flight or Riding (as applicable) + MoS vs Piloting (air pursuits) |
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#2 |
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Join Date: Nov 2009
Location: GMT-5
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Have you checked out Action 2: Exploits?
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#3 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Yeah, there's a detailed chase mechanic worked out in A2:E. It's also an all-around excellent supplement for any game that involves breaking into places, beating people up, or gathering information in a fairly cinematic nature; highly recommended.
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#4 |
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Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
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Well, that'll show me.......thanks, gents. I'll check it out.
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