Apr 13

Pursuit Sequences in HeroQuest 2, Part 1, the Set-up

 

My Players and I love chase sequences, they are a different way to achieve the traditional thrill of RPG combat without making the game into a dungeon crawl. HeroQuest is perfect for duplicating this experience, as the same Extended Contest mechanics are used for the chase as well as a combat. Indeed, the Extended Contest works equally well for debating, seduction, politics, haggling and anything else that will engage the Player’s interest over a drawn-out contest.

 

This article is an extension to my review of Chase Cards 2 from Paizo

 

What follows in these two articles is about as rules-heavy as I am likely to get. The focus is on how I implement the wonderful HeroQuest 2 rules for a specific type of situation. Thus, there will be a lot more HeroQuest jargon than I would include in a typical article.

 

However, I would hope that as HeroQuest is relatively rules-light, most of what follows could be used by another narrative GM to inform how they too could add chases to their game. This first article explains how I set-up the situation between the participants, and the second, even longer article outlines the process for running the chase itself.

 

Setting up the Chase

HeroQuest 2A chase can arise from any number of circumstances; hunting deer, fleeing combatants, a nimble pickpocket in a crowded street market or simply being chased by the local guards. Once the story has led to a chase, I turn to the HeroQuest 2 rules to set-up the chase more precisely.

 

The first part of this process is a Simple Contest to establish the initial starting distances. This pre-chase contest is a single opposed roll between the participants. If there is more than one individual on either side, then I choose the one most capable in the current situation to make the roll.

 

For simplicity, here is an example from a recent game. These examples will be written in italics to help distinguish them from the remainder of the text.

 

The Heroes are hunting in the wilderness, and have spotted some wild fire-mane horses. As with all HeroQuest contests, the Simple Contest begins with the Players clarifying what they are trying to do, and which ability they are using to achieve this goal. The leading Hero announces that he is trying to creep up on the fire-mane, and rolls using one of his stealth abilities against the fire-mane’s awareness.

 

Readiness of the Quarry.

As with all HeroQuest 2 contests, the outcome of this initial contest produces a graded result. The size of this Victory or Defeat determines the initial distance between the two sides. If the quarry wins, then for every RP in the result, the quarry starts the chase that many Chase Cards away. This represents the quarry being alert and aware of the approach of the hunters.

 

If the hunters win this initial contest, then they will start the chase in close proximity to their quarry, in the same location represented by the Chase Card. In addition, the hunters can take the standard Lingering Bonus from this Simple Contest and apply it to the first round of the Chase. This outcome indicates that the hunters are proficient and able to approach the quarry very closely. Here the hunters have the element of surprise.

 

In our recent example the fire-mane was alert, and won a Marginal Victory. This level of success brings with it 1 Resolution Point, putting the fire-mane one Chase Card away from the Hero.

 

What if it all goes Wrong?

Of course, the pre-chase contest can result in a huge advantage for one or other of the participants. This is unlikely in HeroQuest, as the chances for the more extreme results are small, as they should be.

 

However, it is possible that the chase may be effectively over before it has begun. Well, I can accept this. If you live by the dice, then you can die by the dice. While it is a shame to miss out on the fun of a chase sequence, I am happy to leave it to the dice to decide what happens.

 

There are many ways for the Players to affect the narrative in my style of running HeroQuest, so I am willing to let the dice throw up some extra obstacles. I roll my dice in the open, ensuring that the Players know when fate is against them. The Heroes should not always have things their own way, and it can add a wrinkle to the plot when the dice throw obstacles at them.

 

Lay out the Chase Cards

Chase Cards 2 HPAssuming that the initial contest has not negated the need for a chase entirely, it is now time to set it up. As I use the Paizo Chase Cards, I begin by setting down tokens for the participants. I usually just use dice, as that is what I have to hand, but miniatures would be better. I then reveal the first obstacle by turning over a Chase Card and laying it on the table in front of the Hero markers. The quarry marker is placed the other side of the Chase Card.

 

When an initial contest has awarded more than one RP to one of the participants, I would add extra cards between the Hero markers and the quarry marker. The gap between the participants thus matches the RP from the initial pre-chase contest. These additional cards are placed face-down. I like to keep these cards a secret until they are needed, as this adds to the spontaneity of the chase.

 

If the Heroes are the pursuers, then the additional cards are placed in front of the Heroes. Should the Heroes be the quarry, then these cards are place behind the Heroes, to ensure the required gap is maintained. Once again, these cards are left face-down as they are merely representative of the gap and will not be directly encountered by the Heroes.

 

The table is now set-up for an exciting chase.

 

End of Part one

This article has proven to be tricky to write, and far longer than I had expected. Consequently, I have decided to split it into two parts, as reading a 2500 word article in one sitting is asking too much of your patience.

 

Plus, due to my inexperience of writing such a detailed, almost crunchy article, I have been guilty of delays and procrastination. I really do not think that I have the time to edit the entire article today either, and I am already late with posting it. So, the best solution seems to be to split this lengthy article into two. This is going to ease my editing burden, and ensures that I post something this weekend.

 

After last week’s Nothing for the Weekend, a total lack of a longer article this week would not bode well.

 

Apologies for splitting the article into two parts, but I hope that you enjoy this lengthy introduction to preparing a chase. Next week will see the conclusion, with an outline of the process of running a chase.

 

Happy Gaming
Phil

 

Something for the Weekend next week, HeroQuest Chases part 2

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