PCI Eric wrote:
A great hazard to randomly put into a chase is some minor enemy the cadre made earlier in the adventure
Yup. Good advice, Eric. I'm thinking about putting that into the mix. Maybe not for this chase. There will already be enough going on. It's fair to say that a lot of…old friends are going to be making cameos.
Something I've discussed with one of the players, but haven't quite implemented, is tying complications into the chase. That might seem pretty straight forward, but here me out. Currently, in the absence of any "official" pursuit rules, I'm using a kludge of 1st edition WH and 7th Sea. Each round, all sides in the race roll off. If the pursued rolls more successes than the pursuer(s), I add markers (up to 6: Escape). If the pursuer(s) roll more successes, I take markers away. If there is no change in position, something interesting happens and I roll on a handy table like the one I posted above. But that doesn't use Complications at all.
So…some thoughts:
• Character who fail and/or roll more complications than successes have to manage a hazard or obstacle.
• Add the number of complications roll to a base difficulty (usually 2 or 3) for the obstacle. (so if you rolled three 1s/Complications, you would boost the difficulty of bypassing the hazard by 3, to 5 or 6).
I also played around with adding a wager system to the chase much like James Bond 007 or Gumshoe: Night's Black Agents, but the player felt that was going to slow things down more than add anything useful. The way it worked was this:
At the beginning of each round, the Pursued as the option to Wager a die in the chase (he takes risks and makes pursuit more difficult). The Pursuer(s) must match the wager and may raise it by another die if they choose. If they do so, the pursued has the option to raise the wager once more (to a max of 3d). Then everyone rolls as normal (with the wager accounted for).
• If the pursued fails, the wager is blown and the difficulty returns to normal.
• If the pursued succeeds and the pursuer(s) fail, the pursued may opt to keep the wager in place (or increase it by 1 if they haven't already)
• If both sides succeed, the pursued can keep the wager in place but ONLY if the pursuer(s) agree.
I kinda thought this would add a nice dynamic. But I can also see where it could slow things down.
Thoughts anyone? Eric?
Tom