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Chases

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.
 
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Chase Example - "The Classic Traveller Way"

So, let's do a quick example to make it clear what I'm describing above. I'll just make it up as I write. The system is meant to be free-flowing and not structured. It's supposed to be exciting and quick and fun.



Let's say four people are involved in a ground car chase. Two are passengers, one in each of the two vehicles. One character is the leader of the chase (the car being chased), and the other character is the chaser (who is chasing the leader).

Previous in the game, the leader ran to his vehicle on foot, started it, and took off with his buddy. The chaser, just behind him, jumped into his car, with his passenger, and began to give chase.

So, we begin the chase with the leader one range band ahead of the chaser.

I'll do 15 second chase rounds to keep it equal to normal combat rounds. The length of Range Bands I won't worry about, as I'm only using them to keep general track of range between the two chase participants.







Round 1
The bidding begins. Both drivers are in ground cars, and there's no significant difference between the cars. Both are typical passenger vehicles for the world's TL (akin to driving typical two-door sedans today in the real world).

The leader bids first. He bids -1. Now, the chaser bids, and he decides not to lower the bid. So, the bid for round one is a -1 DM to all chase checks.

Pulling out on round one, the GM says that there are no Terrain checks. The chase, right now, is in a city, with grid roads, some elevated highways and trains, and large buildings all around. Traffic is light. And, the chase hasn't had time enough to gather to high speed.

As GM, I've decided to implement obstacles on a totally random basis. I'll throw 1D, indicating which round an obstacle will appear. And, I'll throw 2D for the throw required to overcome the obstacle.

There's no significant difference in DEX between the two drivers, so I'll impose no penalty there. I've already mentioned that the two vehicles are not significantly different to cause a performance or maneuverability DM to be used on either vehicle.

The Leader of the chase has ATV-2 as a skill, but given the differences in driving an All-Terrain-Vehicle off roads and this chase, the GM is not allowing the standard +2 DM per skill level that I mention above. So, the Leader will receive +2 DM on chase checks rather than +4.

The Chaser does not have a vehicle skill, and thus, will be throwing dice without a bonus DM.

We always begin the round by resolving the Leader first, followed by the Chaser.

I rolled a 1 on my 1D check to obstacles, so, as soon as the Leader pulled out of the parking lot, a car nearly hit him in the street (I make up what the obstacles actually are on the spot. Usually, I'll check the obstacle roll to see how dangerous it is and use that in my description. I try to keep the chases exciting, and I try to make the obstacles make sense within the context of the chase). At this speed, I'll throw 1D instead of 2D for the difficulty of the obstacle. 1D = 5.

So, the Leader pulled out right into the path of an oncoming car. The Leader is +2 DM for skill, but -1 DM for the bid. So, he's +1 on the dice.

2D = 5 +1 = 6

There's no collision, but it's close. The oncoming car slams on its brakes, and the Leader zooms off down the road.

Range is now 1 Range Band between the two chase participants.

Now, we're to the Chaser, who's in his car. I'll describe, as he got to his car, how he sees the other car nearly hit the oncoming car in the steet. Nothing happens. The oncoming car skidds to a stop and the quarry of the chase races off.

I usually don't use the same obstacle throw for both chase participants unless both are within the same range band. So, instead of having the Chaser have to avoid an obstacle, too, I'll throw the Chaser's own obstacle throw. 1D = 5. The Chaser won't have an obstacle until Round 5 (this is secret--the players don't know this) unless the Chaser makes it to the same Range Band as the Leader (at which point the Leader's obstacle throw will be defaulted to).

So, the Chaser pulls out of the parking lot, through the street, after the Leader.

Now, the Leader could just leave it at that. He's had to make no rolls. Typically, I rule that chase participants have to be in the same Range Band to conduct gun combat between vehicles (otherwise, the penalty DM is so extreme that its just wasting ammo). But, this is a good time for the Chaser to try to catch up with the Leader and make it into the same Range Band.

As GM, I consider that the Leader was nearly plowed by the oncoming car. The Chaser is making a maneuver. He's trying to increase speed and catch up with the Leader. Given that the chase just started and its at relatively low speed (and I secretly know that there will be nothing blocking the Chaser's path in the way of obstacles), I decide that the maneuver is a 1D maneuver.

Now, the Chaser could also try to use a harder bid at this maneuver (a -2 DM instead of a -1 DM), but there's really no gain. At 1D, it's likely that the Chaser will catch up to the Leader.

Maneuver 1D = 2. The Chaser has to roll 2+ to catch up with the Leader, which would normally be automatic, but there's a -1 bid penalty. So, the Chaser attempts his maneuver: 2D = 11 -1 = 10.

Easily, the Chaser slips out of the parking lot, zips across the street, and then guns it down the road, coming up along side the Leader.

The two are in the same Range Band now, racing side by side, speed increasing, running down the street.

If either chase participant wanted to engage in gun combat now, I'd allow it. They're in the same Range Band. But since I don't want to clutter this example with gun combat throws, I'll say that all four characters only have hand-to-hand weapons or their fists.

That's the end of Round 1.
 
Round 2 - Chase Example

Let's do one more round, to see how this all plays.



The Leader always goes first. It's time to roll for obstacles again. I roll 1D = 2 in secret. Not this round, but next round, an obstacle will occur for the Leader. (I think I'll make it start raining in Round 3 for that obstacle, making the terrain wet and slick, imposing a penalty DM for terrain.)

Since the Chaser is now in the same Range Band as the Leader, the Chaser's obstacle will be a 2 (remember it was a 5 before?).

The two cars are racing down a city block, side by side. The Leader wants to get away from the Chaser, so the bidding starts. The Leader decides to be risky. He chooses -2. The Chaser, in no position skill-wise to go lower, agrees with the -2 DM bid.

The Leader moves first. He wants to increase range. This is a maneuver. It's an easy maneuver, so I'll make it a 1D difficulty. 1D = 6.

The Leader needs to throw 6+ to increase range by one Range Band. He's +2 on the dice for skill, -2 on the dice for the bid, so it's a wash.

Leader's throw for the maneuver: 2D = 7. He did it.

Range between the two vehicles is now one Range Band.

Now, its the Chaser's turn. If he wants to keep up with the Leader, he'll have to perform a 1D maneuver too. The Chaser has considered side-slamming his vehicle into that of the Leader's, but he's cautious of his skill. He not as good a driver as the Leader is, and a second throw at this bid is inviting disaster.

The Chaser just decides to attempt to keep pace with the Leader. The maneuver is 1D = 1. But, he's -2 on the dice. He'll most likely pull this off, only failing on a roll of 2. 2D = 5 - 2 = 3. Whew! He did it.

Typically, I'll allow one maneuver each round. But, maneuvers are not possible if the chase participant is also avoiding an obstacle. I don't always stick by this, but its a good rule of thumb.

Code:
1.  Decide on Terrain (and let the players know this because they can see it).

2.  Do the bidding.

3.  Terrain checks (if necessary).

4.  Check for obstacles.

5.  Allow maneuvers (if no obstacles).

Given that, this round is completed. The two vehicles remain side-by-side, racing down the city street.

On round three, I've decided that the obstacle will be that it will start to rain, making the road slick and lower visibility. I'll start requiring Terrain checks each round.

Also, consider how this whole chase would be ampted up if I were also doing gun combat. We'd have had two rounds now of the passengers in the two vehicles firing at each other.



The point is to use this method losely, keeping it hectic, frantic, and fun.

You can use this type of chase system for foot chases, car chases, air/raft chases, dogfights...whatever.

It's a quck-n-dirty system with the GM playing off the players and the throws, making it up as he goes along.

When I've done chases like this in the past, it's always been a blast.

GMs should tailor to their specific needs.
 
Good stuff!

You should consider adding this to your signature.

-Fox

Thanks. It's really not my stuff, though. I just adapted the idea from the James Bond game (which was also adapted in Top Secret/SI for that game).

What I like about this is a character with true skill--one that is truly talented behind the wheel--can really shine.

Whether we're talking Ship's Boat pilot, Air/Raft pilot, or Ground Car driver, that person can get a +2 DM per skill level, allowing him to out-bid his chase competitors. They won't be able to keep up, avoid obstacles, or make maneuvers as well. So, good drivers can really show their stuff.

It's a fun, neat system to use. Quick, on-the-fly, and exciting.

Once, long ago, I ran an air/raft chase using this system, swinging in between tall sky scraper buildings on a TL A world. These were two open-topped air/rafts of the same make (the players have stolen theirs from the bad guys and were trying to get away--the NPCs were chasing them).

We were zipping in and around the buildings. I had the NPCs actually shoot through the glass windows of a sky scraper and the Players' air/raft shot around the corner of the building.

And, I remember the players pulling off this remarkable stunt (maneuver) where the NPCs had caught up with them, in the same Range Band. Next round, the players (being the Leader in the chase) went first. Everybody made sure their seat restraints were fastened. And, as the gunfire zinged and zapped back and forth between the two air/rafts, the players (the pilot had Air/Raft-2, which gave him +4 DM on the dice) actually inverted their craft, so that they were flying upside down. The two characters (three including the pilot) raised thier weapons to shoot into their sky, which was directly towards the ground, into the air/raft below them.

It was awesome! We had an excellent time with this.

I'm not sure I'd allow an air/raft to invert today. I'd ponder if the grav modules were situated in such a way to allow that type of maneuver. Back, back then, it was a hell of a good ride and an exciting adventure.

Don't forget, when you're playing airborne chases, that there's loads of stuff you can use as Terrain modifiers. Typically, on nice days, I won't enforce a Terrain check (I didn't in the air/raft scenario I described above). But, wind speed and turbulence is a big factor. Consider the weather conditions. A chase in gale force winds with pockets of golf-ball sized sleet can be quite exciting. Also consider the world's atmosphere type. Is there big pockets of gas and crackeling lightning bursting about, as it would be in the atmosphere of a Gas Giant with 800 mph winds? What about the gravitational pull of the planet? Other sky traffic? Performance characteristics of the vehicle being used? There's all sorts of things to consider and justify airborne terrain modifiers.
 
Thanks for this, S4. In the past I've adapted the Car Wars rules, but this looks useful enough to file away as an alternative.
 
Thanks for this, S4. In the past I've adapted the Car Wars rules, but this looks useful enough to file away as an alternative.


You're welcome.

What I like about this is its flexibility. If you want cinematic chases, then make the penalities light. If you want to simulate realistic chases, then go with heavy penalties, which willl typically make chases short, quick, and dangerous. In the GM's hands is the ability to change the length of the round, the length of the measurement unit, virually everything about it. It's a run-n-gun system.

I like how it even surprises me, as GM, when we play. I play off the players and the results of the dice, often not ever pre-planning anything that will happen in the scenario. This "discovery" as we go keeps its lively and fresh. Exciting for the players and interesting for the GM.

This makes it quite easy to jump to this system on the spur of the moment during a game, if a chase occurs. At most, in the past, I've considered the world and scratched out a few ideas to use as a rule of thumb for obstacles. Maneuvers are typically up to the players (and whatever you decide the NPCs want to do during the chase--but that's uaually dictated by the events that happen in the chase).



On a different note...

I've never played Car Wars. Why don't you give us a run down of how that system can be used in Traveller?
 
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