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Mailing List Logs for ShadowRN

From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: Always running...
Date: Tue, 19 Sep 1995 23:08:19 -0400
On Tue, 19 Sep 1995, U-Gene wrote:

> Hello everyone, I made it back to the list this semester.
>
> Anyway, I wanted to ask how GM's run foot chases. If I am correct(and if
> not, let me now), characters can run (Qx3 or Qx2) for every action they take?
> Thus a person with a low quickness but wired 3 might blow past someone with
> a high quickness but now inc ref.

Ahhh! Problem here. A character can run a number of meters
equal to (2 or 3) times his or her Quickness in meters per *combat
round*. Big difference. Wired reflexes and the like are just that;
reflexes. They shouldn't make you run any faster. Faster out of the
gate, yes. Faster down the back stretch pulling flat out, no.

> I run like a car chase except they use athletics instead of drive and
> combat pool instead of control pool for the position test. They have
> the same options as when driving: fight, chase, flee. Then their succeses
> on their position tests determine how many attacks attacks they get and their
> distance. That simulates the typical movie chase with jumping fences,
> knocking down trash cans, ect.

You know, I really *like* this. Especially if you add in
something like the rule of spending a complex action to keep from
crashing into (or in this case tripping over) stuff. That way you could
recreate the dramatic effects of wiping out during a chase and losing
valuable ground. As for attacks, though, I would definitely give a
penalty (in addition to the runing mod) to the fleeing character due to
the fact that he or she would need to either a) fire blind over the
shoulder, b) have to contort in some other awkward fashion, or c) have to
run backwards for a moment.
This definitely bears more thought, though.

Marc

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