Script: Chases in GURPS
Many, if not most tabletop RPGs are filled with
action. And what is an action-packed adventure without a chase? You see them in
movies all the time, and maybe in real life too. Chases are thrilling, but in
the tabletop medium they rarely are exciting. More often than not, it’s just a
matter of comparing the movement speed of two characters. In terms of realism,
it’s completely understandable – the faster person wins, but in terms of action
– it’s just not fun. The worst part is if the pursuer and the quarry have the
same movement speed, how do you even resolve a chase then? Fortunately, GURPS
has a great subsystem for chases in GURPS Action 2: Exploits, and I’d like to
introduce you to it in this post.
The system takes up only five pages – from page
31 to page 36. It can be difficult to wrap your head around the first time you
read it, but it’s actually pretty simple. There are some expansions for it; I
will mention them later.
Chases in GURPS are abstract. There is no
combat map, and there are no one-second turns. It is resolved in the theater of
the mind using abstract rounds
instead of seconds. A round is “time enough for both sides to try something
cool” – there is no specific duration. Characters not involved in the chase can
perform such anything you might see in an action movie during a round – pick a
lock, search a room, hack a computer, etc. Since there is no battle map, even
range is abstract – it is divided into five bands – close, short, medium, long,
and extreme.
Each round consists of the following steps:
1. Quarry chooses a chase maneuver.
2. Pursuer chooses a chase maneuver.
3. Pursuer resolves any attacks or skill rolls
for his maneuver.
4. Quarry resolves any attacks or skill rolls
for his maneuver.
5. If neither side wipes out badly or is too
damaged to continue, roll a Quick Contest of Chase Rolls (I will explain what
the Chase Roll is a bit later).
6. Adjust the range band for the Contest
outcome and start the next round.
The most difficult part is to get used to the
new set of maneuvers, a problem similar to the one you might encounter in Mass
Combat. Some maneuvers can only be taken by the pursuer or the quarry, but some
are available to both sides. Some maneuvers also have conditions that must be
met to enable them. And all maneuvers modify your Chase Roll in some way.
The maneuvers are – Attack, Disembark/Embark,
Emergency Action, Force, Hide, Mobility Escape, Mobility Pursuit, Move, Move
and Attack, Ram, Reverse, Stop, Stunt, and Stunt Escape. There are also some
special actions that can be taken by vehicle passengers, such as Board and
Seize Control. I will not explain the maneuvers, you will have to read the
actual book to see what they do, but in short – they allow you to perform any
action you might’ve seen in a chase sequence of an action movie.
So, what is a Chase Roll? Each party rolls
against the skill that governs their mode of travel, based on DX. So, this
could be Running, Skiing, Swimming, Driving, Piloting, Riding, or anything
else. If you are on foot and do not have Running, then use DX. Complementary
skill rolls can help – roll against Area Knowledge or Urban Survival. If you
are operating a vehicle, then add the Handling statistic. Finally, it is modified
by a bonus based on your Top Speed, using the Size and Speed/Range table.
Then
both parties roll Chase Rolls as a Quick Contest. The outcome sets the range
band at the start of the next round: Victory by 0-4: No change. Victory by 5-9:
Winner may shift range band by one step in either direction. Victory by 10+:
Winner may shift range band by two steps either way. So, when using this
abstract chase system, speed matters, but it does not make you win or lose
automatically.
And
that’s more or less it for this overview – I skipped some very specific parts,
such as three-way chases, but you can read more about them in the book. I would
also like to list some Pyramid articles that expand the chase rules.
Pyramid
#3-23: Action Adventures has the Chase Cards article that can be useful when
learning this system.
Pyramid
#3-53: Action has the Dogfight Action! article that adapts the chase system to
airplane dogfights. I haven’t really looked into this one in much detail, but
this is an interesting concept.
Finally,
Pyramid #3-112: Action II has the Thrill of the Chase article. This one talks
in more detail about obstacles and terrain during the chase, introduces a new
maneuver – Reverse Escape, and also has a random table that lets you determine
opportunities for escape, obstacles, and terrain changes randomly. If chases
are important in your game, then this is a must-have article, I strongly
recommend it.
And
that’s it. You probably know that I use
very few cinematic rules in my games, but I really like this Chase system and I
use it in my games. It works well and is generic and universal despite being
found in the book about Action games. These rules work well in sci-fi games,
and in low-tech fantasy games. So, I hope that now you know where to look to
make chases more exciting in your games.
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