Chase Scenes: Does your Campaign have them?
Apr 9, 2015 14:39:54 GMT -5
Necromancer, Von, and 2 more like this
Post by Admin Pete on Apr 9, 2015 14:39:54 GMT -5
I am a big fan of movie chase scenes and because of that I really enjoy them when they occur in my OD&D games. Some movies even have virtually the entire movie as a chase scene - example It's a Mad, Mad, Mad, Mad World.
Sometimes my player will end up fleeing from an encounter, sometimes these are outdoors and sometimes in a dungeon. I find it great fun when, my players open a door, take in the scene, slam the door shut, spike it and flee. Sometimes they can be real nail-biters! I have had players marching for hours in a stream or creek, looking for a spot where they can leave the stream and not be tracked. I have seen them brushing their track out, trying to lay false trails and all kinds of different escape tactics.
I love the 0E rules regarding this for the Underworld:
Another little twist I use with this is having them tracked by scent whether they are outdoors or indoors. I also sometimes tweak the above rules to make pursuit more persistent and harder to shake, which tends to make my players more inventive about how they shake pursuit.
I will post the Wilderness rules with some comments when I have time to work with the table.
Do these ever happen in your game?
Sometimes my player will end up fleeing from an encounter, sometimes these are outdoors and sometimes in a dungeon. I find it great fun when, my players open a door, take in the scene, slam the door shut, spike it and flee. Sometimes they can be real nail-biters! I have had players marching for hours in a stream or creek, looking for a spot where they can leave the stream and not be tracked. I have seen them brushing their track out, trying to lay false trails and all kinds of different escape tactics.
I love the 0E rules regarding this for the Underworld:
Avoiding Monsters:
Monsters will automatically attack and/or pursue any characters they "see", with the exception of those monsters which are intelligent enough to avoid an obviously superior force. There is no chance for avoiding if the monster has surprised the adventurers and is within 20 feet, unless the monster itself has been surprised. If the adventurers choose to flee, the monster will continue to pursue in a straight line as long as there is not more than 90 feet between the two. When a corner is turned or a door passed through or stairs up or down taken the monster will only continue to follow if a 1 or a 2 is rolled on a 6-sided die. If a secret door is passed through the monster will follow only on a roll of 1. Distance will open or close dependent upon the relative speeds of the two parties, men according to their encumbrance and monsters according to the speed given in the Monster descriptions. In order to move faster characters may elect to discard items such as treasure, weapons, shields, etc. in order to lighten encumbrance.
Burning oil will deter many monsters from continuing pursuit.
Edible items will have a small likelihood (10%) of distracting intelligent monsters from pursuit. Semi- intelligent monsters will be distracted 50% of the time. Non-intelligent monsters will be distracted 90% of the time by food.
Treasure will have the opposite reaction as food, being more likely to stop intelligent monsters.
Monsters will automatically attack and/or pursue any characters they "see", with the exception of those monsters which are intelligent enough to avoid an obviously superior force. There is no chance for avoiding if the monster has surprised the adventurers and is within 20 feet, unless the monster itself has been surprised. If the adventurers choose to flee, the monster will continue to pursue in a straight line as long as there is not more than 90 feet between the two. When a corner is turned or a door passed through or stairs up or down taken the monster will only continue to follow if a 1 or a 2 is rolled on a 6-sided die. If a secret door is passed through the monster will follow only on a roll of 1. Distance will open or close dependent upon the relative speeds of the two parties, men according to their encumbrance and monsters according to the speed given in the Monster descriptions. In order to move faster characters may elect to discard items such as treasure, weapons, shields, etc. in order to lighten encumbrance.
Burning oil will deter many monsters from continuing pursuit.
Edible items will have a small likelihood (10%) of distracting intelligent monsters from pursuit. Semi- intelligent monsters will be distracted 50% of the time. Non-intelligent monsters will be distracted 90% of the time by food.
Treasure will have the opposite reaction as food, being more likely to stop intelligent monsters.
Another little twist I use with this is having them tracked by scent whether they are outdoors or indoors. I also sometimes tweak the above rules to make pursuit more persistent and harder to shake, which tends to make my players more inventive about how they shake pursuit.
I will post the Wilderness rules with some comments when I have time to work with the table.
Do these ever happen in your game?