How do you handle chases?

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Falenthal
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Re: How do you handle chases?

Post by Falenthal » Mon Aug 18, 2014 11:20 pm

Thanks Rich.

New ideas there to consider... :ugeek:

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Eclipse
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Re: How do you handle chases?

Post by Eclipse » Tue Aug 19, 2014 9:12 am

When writing the adventure, I envisioned the chase as a means to introduce new players to the travel rules. As written, the captors are not really hurrying, as the one who set the events in motion and led them has left, and the unruly nature of goblin-kin sets in. With their captives, the Goblins are probably not able to outrun a determined company of player-heroes anyway.

If you want a real chase, I would still use mainly travel rules (Travel rolls all around, Huntsman needs to track, Guide might find a faster route, Look-out Men for the ambush and so on), but directly pit these rolls against movement rolls made by the captors.
Two short adventures for The One Ring:
Blood in the Waters: colour / bw
Of Ghosts and Goblins: colour / bw

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Falenthal
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Re: How do you handle chases?

Post by Falenthal » Tue Aug 19, 2014 9:35 am

Thanks, Eclipse.

The "problem" I found with following the normal travel rules is that the Heroes do have a starting point, but not a goal. So, they can't take the Player's Map and describe the route they're following.

But I get your meaning: Just make one Travel roll per player and play the ambush (as a Hazard or as a normal encounter).

I might play it as a chase because it seems like a nice way to create some tension, but I agree that this way I'll lose the opportunity to introduce the players to the Travel System. They'll have to learn it in the next adventure!

By the way, Eclipse, for how many players was the adventure intended? I might have to adapt the number of enemies...

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Eclipse
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Re: How do you handle chases?

Post by Eclipse » Tue Aug 19, 2014 1:08 pm

Falenthal wrote:I might play it as a chase because it seems like a nice way to create some tension, but I agree that this way I'll lose the opportunity to introduce the players to the Travel System. They'll have to learn it in the next adventure!
A "real" chase never occurred to me, to be honest, but it would work well, I think. The travel part in the adventure is very rules light, yes, but that was my intention, as my players - and I! - had no experience with the system back then.
Falenthal wrote:By the way, Eclipse, for how many players was the adventure intended? I might have to adapt the number of enemies...
I wrote it before I played a single game, so it was all guesswork. My fellowship was six heroes strong back then, and the Goblins hardly posed a threat. I guess that four heroes would easily be enough to overwhelm then, especially as there are Loremaster-characters present that can be used to help a struggling company.
Two short adventures for The One Ring:
Blood in the Waters: colour / bw
Of Ghosts and Goblins: colour / bw

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