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A Chase scene - SW default scenario starter?

 
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madhatter
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Joined: 20 Aug 2003
Posts: 188
Location: Seattle, WA

PostPosted: Mon Mar 12, 2012 6:15 pm    Post subject: A Chase scene - SW default scenario starter? Reply with quote

Is it just me or does it seem like a lot of Savage Worlds adventures start out with a Chase scene? And is this really a good way to showcase the system to a new group of players?

I'm going to be starting a 1930s Pulp game & I've read three different published adventures, looking for ideas, that start out with a chase scene right off the bat.

Instead of the standard D&D "you start out in a tavern", it's "you meet your friend/contact/employee when suddenly a car/horse/plane drives up & shoots them". Twisted Evil

-Jefferson
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Timon
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Joined: 21 Feb 2011
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Location: Haarlem in the Netherlands

PostPosted: Mon Mar 12, 2012 7:11 pm    Post subject: Reply with quote

At a guess you have been reading a bunch of TAGs Daring Tales. They are indeed a bit fond of chase scenes.

I don't think the thought police will come knocking if you decide to start with something else, but it DOES beat starting in a tavern and generates immediate excitement and action. Actually any In Media Res start will do that for you. Having your players crouched down in cover while the unknown bad guys pepper them with bullets will build party cohesion pretty quickly #1eek1
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The Dread Polack
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PostPosted: Tue Mar 13, 2012 10:49 am    Post subject: Reply with quote

I like starting adventures, and especially campaigns, in the middle of the action. There's always this awkward period at the beginning of a campaign where the characters try to justify the fact that they're working together as a group - even when everyone agrees that they're already a group and they don't need to make a big deal out of it. Starting with the action just helps people get over that, I think.

I like to remind them of how many books, comics, movies, and shows start this way, and why not start off our campaign or advture that way? We're creative, and we'll fill in the gaps later.
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madhatter
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Location: Seattle, WA

PostPosted: Tue Mar 13, 2012 10:54 am    Post subject: Reply with quote

Oh I totally agree with starting out with the party right in the thick of things. I love starting with the party in combat & then do a quick flashback in the middle of it.

I just think that because the Chase rules are an abstraction of the main rule system, starting out with a chase may not be the best way to showcase the SW system to n00bies.

-Jefferson
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Tue Mar 13, 2012 11:08 am    Post subject: Reply with quote

madhatter wrote:
I just think that because the Chase rules are an abstraction of the main rule system, starting out with a chase may not be the best way to showcase the SW system to n00bies.

Or it is the perfect way.

"Okay, you don't have Advantage, so you can't shoot, stab, or crash into him. But, you can do anything else. Like take a shortcut, or insult his mother, or call for backup, or snag a can of motor oil from a nearby display, or whatever. So, what do you do?"
"... I dive into a nearby gallery, dash up a flight of stairs, and jump out of the window into the back of a passing taxi. When the cab gets close to him, I'll kick the wheel and cause it to swerve into a barrier."
"....
"....
"Okay. Give me an agility roll to dash up the stairs and out the window, onto a cab. We'll try the barrier thing next round."
"I got a 5?"
"Good enough. You leap out the window and land on the cab, but you're off balance. You only get a +1 on this next control roll."
"... Eleven"
"Did you remember the +1?"
"Twelve!"
"That's two raises, so you get three cards. ... Including the King of Clubs, which is much better than his 8 of Diamonds. So, still want to crash the cab?"
"Heck yes."
"Cool. Give me an Agility Roll at -2. If you make it you leap to safety, but if you fail then you'll be in the crash too."
"... Crap, a 3."
"You have bennies. Do you want to reroll?"
"Oh yeah! ... a 6?"
"Okay. You spin the cab out and it slams into a delivery truck. He's trapped by your barricade. ... Oh no! He can't stop in time and slams into the barrier. It looks like this chase is over."
" ... That was the most awesome thing ever!"
"Yeah, it was freaking cool. Have a benny."
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robert4818
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Joined: 25 Jan 2009
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PostPosted: Tue Mar 13, 2012 11:53 am    Post subject: Re: A Chase scene - SW default scenario starter? Reply with quote

madhatter wrote:
Is it just me or does it seem like a lot of Savage Worlds adventures start out with a Chase scene? And is this really a good way to showcase the system to a new group of players?

I'm going to be starting a 1930s Pulp game & I've read three different published adventures, looking for ideas, that start out with a chase scene right off the bat.

Instead of the standard D&D "you start out in a tavern", it's "you meet your friend/contact/employee when suddenly a car/horse/plane drives up & shoots them". Twisted Evil

-Jefferson


Its something akin to what I do. Though its not necessarily a chase scene, I love to start adventures or campaigns off with an action scene. For me, I find it helps get players in the mood, sort of like those openers of James Bond Movies.

If you are running something "sandboxy" its a way to get players focused, throw them together, and could have nothing to do with the rest of the story. It could just be the tail end of the "last adventure". If you are running someting more plot oriented, its a great way to introduce the plot.
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Edgeworth
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Joined: 01 Oct 2007
Posts: 136
Location: Kouvola, Finland

PostPosted: Tue Mar 13, 2012 12:07 pm    Post subject: Reply with quote

I started my on-going DLR-campaign with a hunting scene. The posse + couple of NPCs were in the woods trying to get some meat for their crew. Gave them something to do, especially when they started in a situation where one of them was ready to shoot an elk and NPCs were betting on if he makes the shot count or not, but still retained that classic relaxed tavern-feeling which allows some roleplaying if the players are up for it.

It really does make it easier to get into the game if the players have to do something before they get to argue politics or such.
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Sean-Khan
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PostPosted: Wed Mar 14, 2012 2:14 am    Post subject: Reply with quote

Does it really work well as a starter for new players, especially to ones that are used to strict mechanics of D&D? I haven't used new chase rules yet, I think the old ones worked well but not sure about the new ones.

The 'roll skill and get initiative cards based on that' feels somehow too different from the core mechanics.
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amerigoV
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Joined: 06 Jul 2009
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Location: Columbus, Ohio

PostPosted: Wed Mar 14, 2012 4:33 am    Post subject: Reply with quote

Sean-Khan wrote:
Does it really work well as a starter for new players, especially to ones that are used to strict mechanics of D&D? I haven't used new chase rules yet, I think the old ones worked well but not sure about the new ones.

The 'roll skill and get initiative cards based on that' feels somehow too different from the core mechanics.



I'll say this - that is how I ended my D&D career. I did not like the ending as written for Eyes of the Lich Queen (a D&D Eberron module). I created a few mechanics that tried to mimic a fantasy "dogfight" between a couple of Dragons (battling) and the PCs joining in on one side. Its was very memorable and the players loved it because it was so different than the slog-fest on the Grid that the fight would have been as written.

Looking back, the rules I came up with were eerily close to the SWD chase rules. So I suspect it might resonate well.
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