Mounted | Individual Move | Individual Combat | Individual Damage | Individual Recovery | Mass Combat |
---|---|---|---|---|---|
Animal | |||||
Vehicle | |||||
Piloted | Individual Move | Individual Combat | Individual Damage | Individual Recovery | Mass Combat |
Cars | |||||
Mecha | |||||
Boats | |||||
Submarines | |||||
Aircraft | |||||
Spacecraft | |||||
Capital Spacecraft |
☐ COURSE
Create the race course:
☐ RACE TRAINING
☐ CLUB RACING
☐ EVENT QUALIFYING
If necessary run the racer(s) through one or more qualifying laps without adding difficulty modifiers.
☐ INITIATE THE RACE
☐ COURSE SECTIONS
For each section of the course:
☐ RACING MANEUVERS / ACTIONS
☐ NAVIGATING
☐ FLAGS
☐ VEHICLE CLASSES
☐ HANDLING
☐ CORNERING
☐ LOSS OF CONTROL
☐ RACING EVENTS
☐ RACE RECORDS
◢ Races
Guides can run chases much like races, but the pursued chooses the next section of the chase course turn by turn.
The pursued may have a destination goal in mind which pursuers can puzzle out and intercept, or the pursuer may simply flee in panic looking for any safety.
The pursued starts with a lead ahead of the pursuers and either reaches their escape goal, finds a safe place, or falls into the pursuer's grasp.
Prepare courses as with a race except plan each section as a possible decision point for the pursued.
Keep courses short with many options to quickly allow the pursuer to shake the pursuit or be caught resolving the chase quickly before it can become a boring slog.
If possible, create multiple paths to the same goal with different obstacles to prevent the decisions from branching too far to manage.
If the Guide runs the pursued, then these decision points can be set in advance but presented to the Adventurers in pursuit as possible intentions the pursued could take.
At each decision point, the Guide can remove any pursuers who fail their tracking rolls from the pool of pursuers, allowing more chance for the pursued to shake their pursuers through attrition.
Roleplaying Tips #0335 - GMing Car Chases
Roleplaying Tips #0664 - An Alternate Mechanic To GM Fun Fantasy Foot Chases
◢ Chases
Spacecraft conflict wargames include hexagonal map with counters, example vehicles, movement and conflict rules, and scenarios.
Many also include, or are compatible with, vehicle creation rules as well as campaigns to link scenarios.
With the external “top-down” perspective provided by the map and counters, spacecraft wargames focus on strategy and tactics.
Bridge simulators focus on the role-playing the conflict from the player's perspective, rather than the ship perspective, as each specific crew member within a team acts together in turn to achieve the common goal.
While the Adventurers focus on bridge stations, the Guide can use a more traditional wargame “behind the screen” to track relative actions and drive the scene description turn by turn.
Turn Sequence and Initiative are between both crews involved in the conflict.
TASK | EXAMPLE CREW POSITION | Chronology TASK CHECK |
---|---|---|
Command | Captain | Charisma / Command |
Tactical | Captain / Pilot | Ingenuity / Tactics |
Navigation | Bridge Officer | Intelligence / Navigation |
Piloting | Pilot | Reflexes / Pilot |
Extreme Maneuvers | All | Endurance / G-Endurance |
Short and Long Range Sensor Scans | Sensor / Science Officer | Intelligence / Sensors |
Analysis | Computer / Science Officer | Ingenuity / Programming |
Communications | Communications Officer | Intelligence / Computer Operation |
Communications | All | Ingenuity / Fast Talk |
Engine Control | Engineer | Ingenuity / Engineering |
Shield Control | Engineer | Ingenuity / Engineering |
Damage Control | Engineer | Ingenuity / Engineering |
Weapon Fire | Gunner | Dexterity / Gunnery |
▲ Chronology :: ◢ References: Conflicts