Difference between revisions of "Talk:The Chase Scene Minigame"

From benscondo.wiki-rpg.com
Jump to: navigation, search
 
m
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
--[[User:Dieterthebold|Dieter the Bold]] 07:30, 4 May 2016 (MST) Found the explanation and mechanics to be very straightforward. The long-form example was great! The big problem, however, was the switch from Talix Saboteur to Agent or Spy. You started off with the quarry being called a Talix Saboteur, and then halfway through the examples switched to Agent or Spy. Stick with one title, 'cause it totally confused me and caused me to have to go back and reread things.
+
--[[User:Dieterthebold|Dieter the Bold]] 07:30, 4 May 2016 (MST) Found the explanation and mechanics to be very straightforward. The long-form example was great! The big problem, however, was the switch from Talix Saboteur to Agent or Spy. You started off with the quarry being called a Talix Saboteur, and then halfway through the examples switched to Agent or Spy. Stick with one title, 'cause it totally confused me and caused me to have to go back and reread things.<br><br>
 +
I would also recommended adding in th comment that Masters can use the deck to procedurally generate a map ahead of time. Like, they have the time to pre-plan a chase/area, but not the energy/creativity. So they can simply draw through the chase deck to generate the environment/map and present it to the Heroes at the appropriate time.
 +
<br><br>
 +
And the cards as presented are very pedestrian focused. They can be used for vehicles in an urban environment without needing much squinting, but they're kinda' useless for flight or generally open spaces. Adding things in like, Pothole (make a Driving roll or take damage) or Bump (Reduce speed or make a Driving roll: Failure= take damage for bottoming out, Success= Awesome jump gives you a glimpse of the road ahead & bonus on the next hazard) could make open road or field chases more interesting options. And while sensors are very sensitive, ECM is usually at an equal level, which brings things back to line-of-sight, making a chase a viable option again. In this case I think it would be more a race to break line-of-sight for two scene changes than anything else. I do agree that space chases would be pretty pointless. If the two sides are actually close enough for a chase, then it could probably be treated like a flight chase, followed by the cold, hard equations of who has the fastest speed or most fuel. Although a sequence of chase scenes would make for an interesting escape from a solar system. Like submarine warfare. You do a Flight chase to get off the planet, but know that you can't outrun the Patrol cutter long enough to reach jump distance. But you can outrun them enough to make the next planet in the system. Queue hiding in clouds, magnetic fields, asteroids, etc. and winning a new chase to make it to the next planet (or farther, depending on how well the chase was won and the Patrol's resources). It could be a whole adventure just to jump out of the system. But I do think some extra cards for space specific things, or generalizing the current cards would be necessary.

Latest revision as of 23:31, 4 May 2016

--Dieter the Bold 07:30, 4 May 2016 (MST) Found the explanation and mechanics to be very straightforward. The long-form example was great! The big problem, however, was the switch from Talix Saboteur to Agent or Spy. You started off with the quarry being called a Talix Saboteur, and then halfway through the examples switched to Agent or Spy. Stick with one title, 'cause it totally confused me and caused me to have to go back and reread things.

I would also recommended adding in th comment that Masters can use the deck to procedurally generate a map ahead of time. Like, they have the time to pre-plan a chase/area, but not the energy/creativity. So they can simply draw through the chase deck to generate the environment/map and present it to the Heroes at the appropriate time.

And the cards as presented are very pedestrian focused. They can be used for vehicles in an urban environment without needing much squinting, but they're kinda' useless for flight or generally open spaces. Adding things in like, Pothole (make a Driving roll or take damage) or Bump (Reduce speed or make a Driving roll: Failure= take damage for bottoming out, Success= Awesome jump gives you a glimpse of the road ahead & bonus on the next hazard) could make open road or field chases more interesting options. And while sensors are very sensitive, ECM is usually at an equal level, which brings things back to line-of-sight, making a chase a viable option again. In this case I think it would be more a race to break line-of-sight for two scene changes than anything else. I do agree that space chases would be pretty pointless. If the two sides are actually close enough for a chase, then it could probably be treated like a flight chase, followed by the cold, hard equations of who has the fastest speed or most fuel. Although a sequence of chase scenes would make for an interesting escape from a solar system. Like submarine warfare. You do a Flight chase to get off the planet, but know that you can't outrun the Patrol cutter long enough to reach jump distance. But you can outrun them enough to make the next planet in the system. Queue hiding in clouds, magnetic fields, asteroids, etc. and winning a new chase to make it to the next planet (or farther, depending on how well the chase was won and the Patrol's resources). It could be a whole adventure just to jump out of the system. But I do think some extra cards for space specific things, or generalizing the current cards would be necessary.