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New Chase rules vs old: how do they compare?
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Bhikku
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PostPosted: Sun May 27, 2012 1:53 pm    Post subject: New Chase rules vs old: how do they compare? Reply with quote

It seems like Chase rules are one of the few things that get regularly altered from edition to edition. I was reasonably happy with the SWEX version, but I'm always open to improvements.

Have you used both versions in your games? If so, what differences did you notice in gameplay?

Is one version going to be more suited to certain campaigns or playstyles than another - e.g. is one grittier and the other more dramatic, or anything like that?

And the big one: If I don't bother to learn the new rules, am I missing out on some good opportunities? Is the difference in the play experience really significant enough to be worth the effort? (I'd assume so, since the Pinnacle guys are clearly not inclined to make changes just for the sake of changing things, but I'd like to hear noticeable it is from the perspective of the GM and players moreso than the designers.)
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ValhallaGH
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PostPosted: Sun May 27, 2012 5:23 pm    Post subject: Reply with quote

The big difference I've noticed is drama. How dramatic is the chase in play? Under the old (SWEX) rules, by round two the chase was pretty much decided - one side was so far in the lead that there was no hope of the other side catching up, and rarely any hope of their attacks hitting. The new (SWD) chase rules maintain the drama because you never know when the other guy is going to gain the Advantage.

Oh, and the old chase rules had a quirk where the loser in a dog-fight chase was actually in the best position to shoot. That's not the case anymore.


The general consensus is that the new rules are better for dog fights, and other flitting engagements, where advantage and position can change at the drop of a card. The old rules are generally considered better for a race scenario, since they focus on relative distance.


Will you miss out? Probably. Does it take much effort? Nope; I find the SWD rules to be easier to grok than the SWEX version ever was.
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PostPosted: Sun May 27, 2012 6:05 pm    Post subject: Reply with quote

Well, technically, the old ruls worked fine for dogfights if you go by strictly as written- A success on this roll allows the character to alter his distance from the opposition by 1 Range Increment (closer or farther as they wish). If they get a raise on the roll, they can alter their distance by 2 Range Increments.

In a dogfight situation, it would determine how close enemies were, and you could always change direction (from away to towards an enemy) in order to get a better shot. My groups preferthe old chase rules, and they've been quite groovy for our games... Wink

YMMV... Cool
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PostPosted: Sun May 27, 2012 6:07 pm    Post subject: Reply with quote

Vehicle battles on the playmat are cool too... Cool
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PostPosted: Sun May 27, 2012 9:06 pm    Post subject: Reply with quote

Virgobrown72 wrote:
In a dogfight situation, it would determine how close enemies were, and you could always change direction (from away to towards an enemy) in order to get a better shot.

I should clarify.

I ran a scenario where the PCs were going to "shoot the death star". Enemy fighters were between them and the interior access, and the goal was to get inside. They blew past the defenders, with a bit of strafing fire as they passed, and found themselves being targeted by guys three increments away who were on much lower cards - and unable to fire back! One of them was forced to eject as they escaped inside the target and got on with the real battle.
It was really strange, from a meta perspective, to find the characters suffering because they were doing so well. This wasn't the first time we'd encountered that, but it was the most glaring example.


After I got Deluxe, I read over the chase rules and implemented them immediately. The first couple of chases were a bit bland, since people were waiting on the dice to tell them what cool maneuvers to try, but once everyone got into it they have been awesome, and I almost never look at the old chases again.

But, different folks have different preferences, and the Deluxe chase rules don't suit everyone.
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PostPosted: Mon May 28, 2012 12:28 am    Post subject: Reply with quote

I haven't used the new Chase rules as my group is still using SWEX. However, I will say that the older Chase rules seemed to work reasonably well for ship chases and combats in our 50 Fathoms game.

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PostPosted: Mon May 28, 2012 2:53 am    Post subject: Reply with quote

Virgobrown72 wrote:
Vehicle battles on the playmat are cool too... Cool

I so much agree! I guess I'll be moving to new chase rules. I wanted to make a ship chase in my B&B starter session but run out of time, so I still haven't tried them.

Being able to create scenes like my Savage Cyberworld's starter session chase is priceless, but I agree that the excitement might often disappear soon as the ace driver speeds away. I can see new chases providing a lot more drama in most cases. And I don't know how good or bad it is, it pushes GM to use a lot of imagination, I guess it depends on GM how well he can improvise.
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PostPosted: Mon May 28, 2012 8:27 am    Post subject: Reply with quote

I don't really think that ANY version of Chase rules would satisfactorily cover both dogfights and street chases at the same time -- but I see them as pretty much patch-gap measures to provide a GM with a super-abstract, generic base solution to vehicle action that can be tweaked or replaced for more specific scenarios. It's similar to how the SWEX/SWD core rules need some "generic" Arcane Backgrounds and Powers to start with, even though any published setting is almost certainly going to tweak those considerably to fit its own needs.

When I started up my newer Pirates RPG campaign, we got to the carriage chase scene in "The Lady's Favor" (included adventure in the POTSM book), and I went with the new Chase rules because ... well, those were the new rules that had just come out.

If you have miniatures to represent the vehicles, the SWD Chase rules won't help any, since everything is rather abstract. The whole business about maneuvering for "advantage" seems heavily slated toward a "dogfight" scenario where you've got guns mounted on the front of your vehicle, and that is all.

So, we ran the SWD Chase rules for 2 or 3 rounds. We had 4 horsemen chasing one carriage, and all the PCs were piled into one carriage. Even though the coach driver rolled reasonably well and drew multiple cards at times, due to the luck of the draw, the pursuing horsemen usually had the Advantage. I was struggling to come up with narrative explanations for why exactly it was that the horsemen were able to fire at the coach, but several PCs in the coach were totally incapable of firing back.

By the end of round 3, not only were the players frustrated with the SWD Chase rules, but I was, too. I just don't think they were meant for this situation. Since most of the PCs were unable to do anything useful (such as returning fire), they were scrambling to try to find outside-the-box ways to interact. (I.e., "We could throw these two unconscious people out the back and maybe they'd stop for them! Does that count as an attack?")

I pretty much tossed the Chase rules out at that point: All that really mattered was that for the remaining X rounds, we had horsemen galloping after a coach, and they could exchange shots with each other, and if only the heroes could survive for enough rounds, they'd get away. As it turned out, they were able to pretty handily take out the pursuing horsemen, making the "chase" aspect kind of moot -- so I can see the desire to limit the PCs' abilities to return fire, so the Extras last a little longer, but it really wasn't worth it for the frustration the SWD Chase rules presented in this situation.

The up-side to the SWD Chase rules, in my comparative experience, is that right up front you've got a cap on how long this Chase is going to drag out. It's going to last for X rounds, and if it hasn't been resolved (by one party or the other being taken out, or "boarding actions" commencing), then the fleeing party escapes, and that's that. That definitely takes care of some of the "see-saw" issues I've seen in SWEX Chases with Extras making their driving/piloting/etc. rolls and hopping forward and moving back seemingly randomly each round. Having some sort of a "round cap" for a SWEX chase could be beneficial ... but I think that's something for the GM to decide on a case-by-case basis.

In either case, I think there are situations where neither the SWEX nor the SWD Chase rules are appropriate to resolve a situation. If it's a "chase" through an open stretch of space (e.g., Star Destroyer vs. Blockade Runner) or on an open stretch of highway (e.g., Road Warrior 2 with dune buggies and motorcycles catching up on a tractor-trailer), the regular vehicle rules can still be used with a slight degree of abstraction.

That would be: The miniature representing the focus of the action stands still on the table, and the rest of the vehicles gain on it or fall behind depending on their relative speeds. If the fleeing vehicle is faster, then the pursuers have X rounds to shoot out its tires or cripple its engines. If the fleeing vehicle is slower, then it's only a matter of time before the pursuers board it, unless they're eliminated first. Complications might come in the form of obstacles each round that individual drivers have to swerve to avoid (random junk on the highway, a motorcyclist who just got wiped out and the bikes right behind him have to avoid). Otherwise there's no "Advantage" to worry about, or random jockeying for position.
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Bhikku
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PostPosted: Mon May 28, 2012 8:05 pm    Post subject: Reply with quote

Thank you for the thorough and well-considered feedback. I think you're right to say that any chase rules are just a tool to be used or discarded as suits the GM or playgroup. It sounds as though the SWD rules will be handy for dogfight-style scenarios, while the SWEX would adequately handle something more in the vein of that carriage chase - essentially position vs proximity situations. I also like your proposed abstraction for wide open situations like a desert highway.

It sounds like it will be well worth the effort to familiarize myself with the new rules, but the EX rules will be worth keeping handy for the right occasion.
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PostPosted: Wed May 30, 2012 8:03 pm    Post subject: Reply with quote

One thing I did do to improve upon the SWEX style chase rules was to incorporate obstacles on the clubs cards like in "Daring Tales of Adventure". It pumped up the narrative factor of my chases immensely, and gave a high action feel to the chases. Wink
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PostPosted: Wed May 30, 2012 8:15 pm    Post subject: Reply with quote

Sean-Khan wrote:
Virgobrown72 wrote:
Vehicle battles on the playmat are cool too... Cool

I so much agree! I guess I'll be moving to new chase rules. I wanted to make a ship chase in my B&B starter session but run out of time, so I still haven't tried them.



I have been hesitant about using the tabletop vehicle rules (even with my enjoyment of minis) because I'm must be daft and I can't get comfortable with the turning template.

So, a vehicle makes a 45degree turn vice 90? How does this play out with a grid? Do I start at the beginning of the template and then turn when I get to the bend, or do I start at the bend. Does my current speed effect how many spaces I must move in one direction before I can make the turn (easier to turn at slower speeds)? It seems like it should be straight-forward, but these questions and more have kept me from trying them out.

The pictures in the book only served to surface more questions for me vice answer them. Guru's with the tabletop system, I'd love some insight.
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PostPosted: Wed May 30, 2012 10:03 pm    Post subject: Reply with quote

ProfMarks wrote:
So, a vehicle makes a 45degree turn vice 90?
Assuming nothing has changed in this part of the rules (as I'm obviously still using SWEX), my understanding is as follows:

As part of the vehicle's normal move, you can apply the turning template to turn up to 45 degrees left or right. (essentially use your template to keep the vehicle from turning too far.) If you want to make a tighter turn than that, you have to use a Maneuver (such as Tight Turn or Bootlegger Reverse), which requires a Driving roll to avoid going Out of Control.

Quote:
How does this play out with a grid?
I don't usually use a grid, and just use tape measures or rulers on the tabletop. If a vehicle is not adhering to the grid, you can do the same (and you might find this frees up your approach to tactical encounters a bit). Or, you can stick to diagonal movement on the grid and count every two squares moved as 3", which will keep movement roughly to scale.

Quote:
Do I start at the beginning of the template and then turn when I get to the bend, or do I start at the bend.
You can put the template at any point along your vehicle's movement for the turn. Let's assume you're driving a mid-size sedan, you've accelerated up to your top speed of 40", and you want to make a simple turn about 15 inches ahead of where you start the turn. Simply plot out those 15 inches on your gird or tabletop (sing a tape measure if needed), and put the bend at that point. The markings on the other side of the bend should be spaced 1" apart, so you can use that template to measure the first few inches of movement in the new direction, and then measure your remaining movement by whatever method works for you (counting squares or using tape measure, or whatever).

This is just an example, of course. You might decide that you need to turn right at the beginning of this round, so you can put the bend right next to the front of your vehicle, and the inches of your move will be counted after the bend; or you might move forward any distance from 1" to 39" before turning. If you move the full 40" before turning, you'll have to wait until your next round to place the template and measure your turn from the start.

Quote:
Does my current speed effect how many spaces I must move in one direction before I can make the turn (easier to turn at slower speeds)?
It doesn't change when or where you can turn in a single round, but it does affect how far you travel between rounds. If you start your round at 40" speed, you need to either decelerate or travel 40" during the turn. (You can slow down by a number up to twice your Acceleration. So that mid-sized sedan, with an Acc value of 20, could go from 40 to a full stop if you wanted.) You can make that 45 degree turn at any point along this movement without making a Driving roll and risking going Out of Control, or you can make a tighter turn than that and take the risk.

As another example, let's imagine your character has no Driving skill. If you have to make a Driving roll, it will be as an Unskilled roll, so you want to avoid that. When you come to an intersection and want to make 90 degree turn, you would have two choices: either attempt to get through the intersection in a single round, which will require an unskilled Driving roll and most likely send you Out of Control - or split the turn across two rounds. To do this, you'll slow down enough that you can turn 45 degrees this round and end your movement still in the intersection, then on the following round make another 45 degree turn and drive out of the intersection. (In real life, this is what most drivers do all the time - we slow down enough to take the turn without risk. Drivers who fail to do this may sometimes go out of control - skip to 45 seconds in to see it.) If your current speed is so much more than your vehicle's Acceleration value that you can't slow down enough to stay in the intersection on the first turn, you will have to attempt that Driving roll or else go off the road. At least with the roll you've got a chance.
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PostPosted: Thu May 31, 2012 10:50 am    Post subject: Reply with quote

I'll go ahead and toss my two cents in, even though I don't have any experience with the SWEX chase rules. One thing that really helped my understanding of the SWD rules (something I wish I would have grasped before two stupid chases in my fantasy game) was that rounds during a chase don't necessarily equal combat rounds.

The first chase I ever ran had a group of bandits trying to escape the PCs' campsite, with both groups on foot. Rather than extending the chase rounds to minute increments, I was running it like a regular combat encounter. It completely destroyed any fun my players might have found in it, and I was--as was mentioned in the carriage chase example--running out of ways to describe exactly how the PCs managed to gain the advantage over their prey.

Anyway, there's my thought on the matter. Take it for what it's worth. Smile
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PostPosted: Fri Jun 01, 2012 11:13 am    Post subject: Reply with quote

I've run two foot-races in my fantasy campaign. The first went badly, mostly because it was new to all of us (as were the SW rules entirely). The second went slightly better.

I have two issues with the rules. The first is the way range is handled for attacks. It seems strange to me that becuase of a random card draw, you can go from being unable to attack at short range to being able to attack at long range. This isn't a major problem, since I can easily narrate this.

The second problem, related to the first, is that it doesn't feel like you're really making "progress" in the chase. It simply ends after 5 rounds, regardless of range. In the second chase, one character made it to the 5th round, the whole time being at short range, taking melee attacks, and simply escaped. That was a big harder to explain.

One possible solution, I thought, was to require that the "mouse" gain 3 successes more than the "cat" in order to end the chase. This has the obvious problem of allowing the chase to possibly go on indefinitely. I'm not sure how often this is going to come up, so I haven't given it much more thought than that.
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ValhallaGH
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PostPosted: Fri Jun 01, 2012 12:46 pm    Post subject: Reply with quote

The Dread Polack wrote:
The first is the way range is handled for attacks.

The second problem, related to the first, is that it doesn't feel like you're really making "progress" in the chase.

Part of the issue sounds like this fixation that chases care much about physical distance. From what I can tell, they mostly care about obstacles, cover, concealment, and wildly unstable surfaces. The difference between "can attack, no penalty" and "out of range" is whether or not a brick wall suddenly got in the way (or school bus of orphans, or cast iron fence, or some jerk in a Ferrari, or whatever).

Also, chases should have a distinct end point - something that is certain, in a narrative sense, to end the chase. Such as rushing into the presence of police officers, or cleared the automatic defensive wall, or finally gotten your aircraft off the ground, or whatever.
Lacking such an end point, I'd be tempted to make it a Long Chase. Or just clarify at the beginning that after five rounds the pursuit is going to be too far away / be too tired / run out of gas / blow a tire / throw a shoe / something that prevents them from continuing.


Just something else to consider. Ignore as you desire. Mr. Green
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PostPosted: Fri Jun 01, 2012 12:48 pm    Post subject: Re: New Chase rules vs old: how do they compare? Reply with quote

Bhikku wrote:
It seems like Chase rules are one of the few things that get regularly altered from edition to edition. I was reasonably happy with the SWEX version, but I'm always open to improvements.

Have you used both versions in your games? If so, what differences did you notice in gameplay?

Is one version going to be more suited to certain campaigns or playstyles than another - e.g. is one grittier and the other more dramatic, or anything like that?

And the big one: If I don't bother to learn the new rules, am I missing out on some good opportunities? Is the difference in the play experience really significant enough to be worth the effort? (I'd assume so, since the Pinnacle guys are clearly not inclined to make changes just for the sake of changing things, but I'd like to hear noticeable it is from the perspective of the GM and players moreso than the designers.)


We've done two podcasts which have featured the Chase rules.

For an example of the Explorer's Chase rules: http://thegamesthething.com/webpage/episode-026-charles-white-part-two

For an example of the Deluxe Chase rules: http://podcast.smilingjacksbarandgrill.com/2011/12/11/episode-07-get-off-my-lawn/
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The Dread Polack
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PostPosted: Fri Jun 01, 2012 3:14 pm    Post subject: Reply with quote

ValhallaGH wrote:
Part of the issue sounds like this fixation that chases care much about physical distance. From what I can tell, they mostly care about obstacles, cover, concealment, and wildly unstable surfaces. The difference between "can attack, no penalty" and "out of range" is whether or not a brick wall suddenly got in the way (or school bus of orphans, or cast iron fence, or some jerk in a Ferrari, or whatever).


True. I think I can get over that. If my players can as well, then we should be good to go.

ValhallaGH wrote:
Also, chases should have a distinct end point - something that is certain, in a narrative sense, to end the chase. Such as rushing into the presence of police officers, or cleared the automatic defensive wall, or finally gotten your aircraft off the ground, or whatever.
Lacking such an end point, I'd be tempted to make it a Long Chase. Or just clarify at the beginning that after five rounds the pursuit is going to be too far away / be too tired / run out of gas / blow a tire / throw a shoe / something that prevents them from continuing.


I should give this a quick thought before I start my chases and either tell or heavily imply this stuff to the PCs as well.
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PostPosted: Sun Jun 03, 2012 10:46 pm    Post subject: Reply with quote

Jordan Peacock wrote:
So, we ran the SWD Chase rules for 2 or 3 rounds. We had 4 horsemen chasing one carriage, and all the PCs were piled into one carriage. Even though the coach driver rolled reasonably well and drew multiple cards at times, due to the luck of the draw, the pursuing horsemen usually had the Advantage. I was struggling to come up with narrative explanations for why exactly it was that the horsemen were able to fire at the coach, but several PCs in the coach were totally incapable of firing back.

I had the same trouble. It completely bugged my players that their star ship couldn't fire on the fighters because they lost initiative. Same would happen in a horse chase. It drove some of my players completely nuts conceptually and kept most of them bored out of their minds because there was nothing they could do (other than help with piloting rolls or mocking the opposition over the radio... but when you are a good gunner that isn't always a fun option).

So I've dropped that rule entirely. You can always attack... the initiative card determines the penalty; the penalty is a mix of range and "other factors". If either party is in "melee" range then both are. The winner of initiative just has a smaller penalty to attacks which works out fine.

Other than that, I like the time boxed and dynamic nature of the SWD chase rules. Think it would make for a really good simulation of the Indiana Jones mine cart chase.
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PostPosted: Sun Jun 03, 2012 11:52 pm    Post subject: Reply with quote

no, I just can't start liking swd chase rules, even if I try. I think minis just fit so well in chases and I'd like to have some kind of picture of who's leading. I started tinkering chase rules of my own to satisfy my needs, based on ee chase structure but much more streamlined, and giving issues to too fast runaways.
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PostPosted: Mon Jun 04, 2012 1:07 am    Post subject: Reply with quote

Sean-Khan wrote:
no, I just can't start liking swd chase rules, even if I try. I think minis just fit so well in chases and I'd like to have some kind of picture of who's leading. I started tinkering chase rules of my own to satisfy my needs, based on ee chase structure but much more streamlined, and giving issues to too fast runaways.

You might check out the Dispora space combat rules... often thought they would make great chase scenes. Everything is in a range from +/-4 with going beyond that being escape. Could probably savage this demo set of rules to be a generic chase scene:
http://www.vsca.ca/Diaspora/Space%20combat%20demo.pdf
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