Supplement Four
SOC-14 5K
When a chase pops up in a Classic Traveller game, I tip the hat towards the old James Bond RPG game (and Top Secret/SI, which copied JB's chase system).
Bond has an excellent, fun, exciting chase system where the two participants (typically, the player driver and the GM NPC driver) "bid" on a chase. Right before the chase starts, this bidding reflects how reckless and dangerous each one will drive. The bids are modifiers to the chase roll. It's a fantastic, fun, system that incorporates player choice, character skill, and random dicing into an exciting chase sequence. It's one of the better game mechanics I've ever seen--definitely captures the "feel" of a James Bond chase.
The JB rules (and the Top Secret/SI rules) are structured, listing different modifiers for different types of maneuvers and such. Classic Traveller, though, is usually rather "off the cuff". So, I keep the "spirit" of the JB rules in the back of my mind as I ad-lib chases, coming up with throws as they occur to me.
This makes for an exciting Traveller chase. Most of the time, I don't know what's going to happen, much less the players.
Let me give you an example of how you can adopt this type GMing a chase in your game. Remember, this is supposed to be quick, heated, sitting-on-the-edge-of-your-seat fun.
First, you'll want to do some bidding. Typically, I'll do this every game round, but you're free to do it once for the entire chase or at some other interval that suits the situation.
Oh, what is a game round when doing a chase? Remember, this is Classic Traveller. It's not set in stone. If it's a foot chase, then use the usual 15 second combat round. If it's a chase out in the desert (or maybe one with air/rafts that are far apart), then maybe the starship combat round of about 15 minutes is more suitable to your needs. You just need to pick what you think is appropriate. I've even changed the round length during a single chase before, based on the terrain. Long stretches where there is not a lot happening might require a one minute game round, but when the chase finally reaches the tight twists and turns of a city environment, a 15 second game round might be better. I've even let the dice decide this before. I'd roll 1D to determine the length of the round for that round. A result of "1" would mean a 15 second stretch before the next bidding occurs. A result of "6" would mean a 90 second stretch before the next bidding occurs. It's just up to you, as GM, to pick what best fits your situation. Fast, harried chases will have shorter rounds. Chases at long distances will have longer rounds.
What happens in the bidding? Basically, it's like playing that old game show "Name That Tune". Remember? "I can name that tune in 4 notes." "Oh yeah, well, I can name that tune in 3 notes." What happens is that driver being chased (the one leading the chase) starts the bidding by saying what penalty DM he will take during the chase round. He might say something like, "I'll start with a -1 DM." Then, the character who is chasing him has an opportunity to lower the DM even further, if he wants.
The "bid" is the lowest DM that comes out of the bidding. This DM will be applied to all driving checks called for during the chase round. If a throw is required for terrain (smooth terrain, like a ground car on a straight road or an air/raft flying through the sky on a sunny day, typically doesn't require a check. But, if road is a winding way next to a cliff, or the air/raft is battling rain, thunder, and strong force winds, then terrain may require a check each chase round).
What types of checks might be required during a chase round? Terrain may call for a check (as just described). It's up to the GM. Speed may be a factor. Driving skill may be a factor too. Maybe a driver involved in a ground car chase who doesn't have a skill will have to make a terrain check each round while the other driver in the chase doesn't have to make the check because he's got Ground Vehicle skill. Or, maybe they both have to make the check each round, but the one with the skill gets a +2 DM per skill level on the check. This is all up to the GM (as is this whole system).
Maneuvers will most likely require a check, too. Maybe a driver leading the chase wants to make a quick, almost 90 degree turn into an ally. At the speed the chase is being handled, the GM will come up with a target number to beat. The "bid" is applied as a penalty DM to the throw. Other modifiers (like skill) can be used as a positive modifier. Other maneuvers may be more risky. Say the leader of a chase wants to 180 his vehicle, running parallel with his chaser, driving backwards. Yep, that one calls for a much harder throw.
Obstacles are another thing that can cause checks to be made during a chase. People running out into the road in front of the chase...the road taking a sudden, hair-pin turn...a slow bus appearing in front of the vehicle...a bridge that is out with warning beams blocking entrance...wreckage created by the car leading the chase...road work on the road during the high speed chase...all of these sorts of things can require an immediate chase check, and all these checks are made using the "bid" penalty.
What if a driver refuses to use the "bid" penalty? He can do this, but what he loses is distance between him an the other chase participant. In effect, the driver is being more careful, slowing down a bit, allowing him better reaction time to obstacles. So, if the leader of a chase takes an obstacle at -2 DM when the bid is a -3 DM, then I would let the chaser catch up one range category. If the chaser is already at the same range category as the leader, then I'd allow the chaser a "free round" as if the chaser had just been given a "surprise round" (see the surprise rules in CT). Likewise, a chaser may want to take an obstacle at a higher bid penalty than the bid. So, if the bid is a -3 DM, and the chaser performs an obstacle check at -4 and succeeds, then he may have just closed the distance to his quarry by a range category.
It is suggested that Range in a chase be kept track of using the Range Band system detailed in Classic Traveller. This is a perfect system whether the chase is taking place on foot, between vehicles, or even in the air or orbit. GMs can decide on the size of each range band, considering the length of the chase round.
Another method I've used that works well is to keep track of the chase on some grid paper. Each square on the grid can represent actual distance (in which case you'll want to figure speed of the vehicle to correspond with the grid--maybe a sports car can move X amount of squares in 15 seconds--or whatever the chase round length is), which is great if your chase map is an actual real map. Or the squares can just be generic "units".
What happens if a driver fails a roll? If a check is failed (Terrain check, maneuver check, obstacle check, etc.), I typically allow the driver one chance to "save" himself and his vehicle. In effect, the ground car may have started to slide. I'll usually make this second "crash" check 1D -1 points harder than the check that was just failed. Thus, if a Terrain check is failed, I'll throw 1D for a result of 0-5, adding +0 to +5 to the Terrain check. This simulate the gound car in a slide, about to crash. This crash check allows the driver to recover. Failing the crash check results in a crash.
What other DMs can be applied to the chase checks? Skill, of course, should be used as a DM. It is suggested that a +2 DM per skill level be used since this is one of the most important DMs in a chase. And, of course, the appropriate skill is important: ATV, Ground Vehicle, Air/Raft, Rotary-Wing-Craft, Hovercraft, Fixed-Wing Prop-Driven...whatever skill is necessary. Any significant differences in the chase vehicles should be considered as well. A motorcycle vs. a dump truck would result in the motorcycle participant receiving a DM for maneuverability. A two-seat sports car would receive a performance DM if pitted against a family station wagon. Driver DEX rating can result in a bonus as well. You might want to give a +1 DM to the driver with the higher rating, allowing a +2 DM if his DEX is at least twice that of his opponent (only when DEX is important to the chase). Or, you could say that a DEX bonus is applied for every 5 point difference (or, however the GM wishes to handle this). Any other DMs the GM deems important to the chase can be used at the GM's option.
Bond has an excellent, fun, exciting chase system where the two participants (typically, the player driver and the GM NPC driver) "bid" on a chase. Right before the chase starts, this bidding reflects how reckless and dangerous each one will drive. The bids are modifiers to the chase roll. It's a fantastic, fun, system that incorporates player choice, character skill, and random dicing into an exciting chase sequence. It's one of the better game mechanics I've ever seen--definitely captures the "feel" of a James Bond chase.
The JB rules (and the Top Secret/SI rules) are structured, listing different modifiers for different types of maneuvers and such. Classic Traveller, though, is usually rather "off the cuff". So, I keep the "spirit" of the JB rules in the back of my mind as I ad-lib chases, coming up with throws as they occur to me.
This makes for an exciting Traveller chase. Most of the time, I don't know what's going to happen, much less the players.
Let me give you an example of how you can adopt this type GMing a chase in your game. Remember, this is supposed to be quick, heated, sitting-on-the-edge-of-your-seat fun.
First, you'll want to do some bidding. Typically, I'll do this every game round, but you're free to do it once for the entire chase or at some other interval that suits the situation.
Oh, what is a game round when doing a chase? Remember, this is Classic Traveller. It's not set in stone. If it's a foot chase, then use the usual 15 second combat round. If it's a chase out in the desert (or maybe one with air/rafts that are far apart), then maybe the starship combat round of about 15 minutes is more suitable to your needs. You just need to pick what you think is appropriate. I've even changed the round length during a single chase before, based on the terrain. Long stretches where there is not a lot happening might require a one minute game round, but when the chase finally reaches the tight twists and turns of a city environment, a 15 second game round might be better. I've even let the dice decide this before. I'd roll 1D to determine the length of the round for that round. A result of "1" would mean a 15 second stretch before the next bidding occurs. A result of "6" would mean a 90 second stretch before the next bidding occurs. It's just up to you, as GM, to pick what best fits your situation. Fast, harried chases will have shorter rounds. Chases at long distances will have longer rounds.
What happens in the bidding? Basically, it's like playing that old game show "Name That Tune". Remember? "I can name that tune in 4 notes." "Oh yeah, well, I can name that tune in 3 notes." What happens is that driver being chased (the one leading the chase) starts the bidding by saying what penalty DM he will take during the chase round. He might say something like, "I'll start with a -1 DM." Then, the character who is chasing him has an opportunity to lower the DM even further, if he wants.
The "bid" is the lowest DM that comes out of the bidding. This DM will be applied to all driving checks called for during the chase round. If a throw is required for terrain (smooth terrain, like a ground car on a straight road or an air/raft flying through the sky on a sunny day, typically doesn't require a check. But, if road is a winding way next to a cliff, or the air/raft is battling rain, thunder, and strong force winds, then terrain may require a check each chase round).
What types of checks might be required during a chase round? Terrain may call for a check (as just described). It's up to the GM. Speed may be a factor. Driving skill may be a factor too. Maybe a driver involved in a ground car chase who doesn't have a skill will have to make a terrain check each round while the other driver in the chase doesn't have to make the check because he's got Ground Vehicle skill. Or, maybe they both have to make the check each round, but the one with the skill gets a +2 DM per skill level on the check. This is all up to the GM (as is this whole system).
Maneuvers will most likely require a check, too. Maybe a driver leading the chase wants to make a quick, almost 90 degree turn into an ally. At the speed the chase is being handled, the GM will come up with a target number to beat. The "bid" is applied as a penalty DM to the throw. Other modifiers (like skill) can be used as a positive modifier. Other maneuvers may be more risky. Say the leader of a chase wants to 180 his vehicle, running parallel with his chaser, driving backwards. Yep, that one calls for a much harder throw.
Obstacles are another thing that can cause checks to be made during a chase. People running out into the road in front of the chase...the road taking a sudden, hair-pin turn...a slow bus appearing in front of the vehicle...a bridge that is out with warning beams blocking entrance...wreckage created by the car leading the chase...road work on the road during the high speed chase...all of these sorts of things can require an immediate chase check, and all these checks are made using the "bid" penalty.
What if a driver refuses to use the "bid" penalty? He can do this, but what he loses is distance between him an the other chase participant. In effect, the driver is being more careful, slowing down a bit, allowing him better reaction time to obstacles. So, if the leader of a chase takes an obstacle at -2 DM when the bid is a -3 DM, then I would let the chaser catch up one range category. If the chaser is already at the same range category as the leader, then I'd allow the chaser a "free round" as if the chaser had just been given a "surprise round" (see the surprise rules in CT). Likewise, a chaser may want to take an obstacle at a higher bid penalty than the bid. So, if the bid is a -3 DM, and the chaser performs an obstacle check at -4 and succeeds, then he may have just closed the distance to his quarry by a range category.
It is suggested that Range in a chase be kept track of using the Range Band system detailed in Classic Traveller. This is a perfect system whether the chase is taking place on foot, between vehicles, or even in the air or orbit. GMs can decide on the size of each range band, considering the length of the chase round.
Another method I've used that works well is to keep track of the chase on some grid paper. Each square on the grid can represent actual distance (in which case you'll want to figure speed of the vehicle to correspond with the grid--maybe a sports car can move X amount of squares in 15 seconds--or whatever the chase round length is), which is great if your chase map is an actual real map. Or the squares can just be generic "units".
What happens if a driver fails a roll? If a check is failed (Terrain check, maneuver check, obstacle check, etc.), I typically allow the driver one chance to "save" himself and his vehicle. In effect, the ground car may have started to slide. I'll usually make this second "crash" check 1D -1 points harder than the check that was just failed. Thus, if a Terrain check is failed, I'll throw 1D for a result of 0-5, adding +0 to +5 to the Terrain check. This simulate the gound car in a slide, about to crash. This crash check allows the driver to recover. Failing the crash check results in a crash.
What other DMs can be applied to the chase checks? Skill, of course, should be used as a DM. It is suggested that a +2 DM per skill level be used since this is one of the most important DMs in a chase. And, of course, the appropriate skill is important: ATV, Ground Vehicle, Air/Raft, Rotary-Wing-Craft, Hovercraft, Fixed-Wing Prop-Driven...whatever skill is necessary. Any significant differences in the chase vehicles should be considered as well. A motorcycle vs. a dump truck would result in the motorcycle participant receiving a DM for maneuverability. A two-seat sports car would receive a performance DM if pitted against a family station wagon. Driver DEX rating can result in a bonus as well. You might want to give a +1 DM to the driver with the higher rating, allowing a +2 DM if his DEX is at least twice that of his opponent (only when DEX is important to the chase). Or, you could say that a DEX bonus is applied for every 5 point difference (or, however the GM wishes to handle this). Any other DMs the GM deems important to the chase can be used at the GM's option.
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