White board is great! I used one for my first chase scene in Masks, I used the white board to plot out the dots/route. but instead of drawing and erasing names or letters each round, I used small sticky notes that had; Name, Dex, and move actions on each. Very easy to move and keep track of initiative.
Really enjoyed this. I've run half a dozen chases over the last couple of years in our ongoing Call of Cthulhu campaign, but admit I feel some trepidation every time it looks like we're setting up a chase. My group is generally 3-4 players, and I worry about things dragging--or Ruth's player waiting for her turn, only to be limited to a simple move each action. A couple takeaways for me: (1) I have not been good about explicitly offering alternate paths! I need to make that a focus. (2) I have not been good about open-ended hazards/barriers! I usually say what roll is called for, but I love the idea of letting the investigator dictate that through their actions. If you ever do revisit this topic, it would be great to see an actual blow-by-blow of a chase scene, with players around a table responding, making decisions, and playing the chase in realtime (even a staged version of such). This video's example is super helpful from a rules perspective, but seeing a chase play out at the table would help me with flow and pacing, I think.
Brilliant illustration of the Chase Rules. I agree with you about automatically losing the Chase on lower MOV, because of the possibility of hazards could turn the tide. My rule of thumb was that if there was only 1 MOV difference then the Chase would move forward. Good idea with small whiteboard. I was toying with the idea of using a cribbage board or a peg board I could make. Your illustration was the only one I've seen that was non-linear. Interesting. I really like your Sprint rule, I'll be using that for sure. Finally, I would encourage all to try out the Chase rules. The rules are a bit wordy, I broke them down on paper, making crib notes. But, after a couple of reads and practice runs, they're not bad at all. Great vid, nice work 'Cat!
Thank you Rob! I also like the clarification of 1 MOV difference when establishing the chase. To that point, if the difference is 3 MOV, that chase is not going to be very fun and interactive.
@@XPLovecat d&d 5e and powered by the apocalyse. I have played a little cthulhu but my group are still very new to it. chases and fight mechanics are really were we are struggling to wrap our heads around it. also gming for cthulhu takes a bit more prep than say 5e.
@@ianmoone1412 Absolutely, it takes time to get used to the mechanics, I started with D&D as well (although I started with 3.5 so it was a bit more crunchy). The GM role does take some more pre-planning since there is a heavy emphasis on investigation. I hope your group continues to try it and ends up liking the system!
@@XPLovecat we do like it thanks. its just a matter of someone, me probably, getting used to the gming part of things. and i intend to keep it going because i really enjoy the brp.
@@ianmoone1412 Yep, that makes sense. It took me a bit to really get comfortable being a GM for the system but the more I played, the better I got, and the more I enjoyed the system!
The first time i did a chase scene i didn't show the map to the players since the chase was set in a forest, i just drawn the path on a sheet i had. It was fun!
That was great! I'm just newly learning the 7e rules, and this was a great primer for chases! I've always heard that the chases rules were a little complex. Thanks for breaking it down! I did love the little characters in your example. Would love to see a car chase example actually!
Thanks Perry, I'm glad you found it helpful. It hopefully made it a little less intimidating to try and jump in. Ruth was my favorite...just chugging along at 1 move per turn but still ended being super useful! Great idea on making a car chase example, I'll add that to my list. I can also go more in depth on the optional rules in the chapter and how I come up with hazards and barriers. Thanks for the suggestion!
@@XPLovecat would love to see the use of the optional rules. I just flipped through the chapter and wow, that is a lot of rules lol! Thanks again for boiling most of that down!
Thanks, this was really helpful! I am an old keeper, but new to CoC7 and the chase rules did overwhelm me a bit at first glance. Now I am confident to try them out with my group.
Ok, you kick ass. I tend to cop out on the numbers to reduce rolls, but doing that cheats my players a lot of the time. This is a good way to let them have the chase for a change.
That's so great to hear that you find them helpful. I really enjoy Call of Cthulhu, it's such a solid system so I have more content planned! Good luck as you continue your GM adventure. Have you played any scenarios for CoC that you've really enjoyed so far?
Great video (😂I recall an excellent chase during the Fungi from Yuggoth) I like chases as an element it helps give a multifaceted feel to the problems that occur in game, seldom do I hear in any other game you see the antagonist who simply legs it leaving the overburdened PCs in their wake.
I absolutely love this system. On top of the awesome setting, I think the rules are really solid that allows a good mix of roleplay and strategy. What's your favorite system?
It is my understanding that the person fleeing only gets away if their adjusted move is higher (after speed roll and establishing the chase). In this case dale and the cultist were both at 8. If dale had failed his speed roll then the cultist would have escaped
Thank you! This helped quite a bit! But I have a question: How would that work with chases using vehicles? Would it be some sort of comparison beetween the speed of each vehicle involved? If so, how do we determine exactly the speed of them? Skills would come into play is my guess?
Great question! I'll give you a brief here but I've added to my list to make a more in-depth video on car chases specifically. The keeper rulebook provides the base MOV for many vehicle options. Then to adjust the MOV, it is based on the character's drive auto skill. Instead of a CON roll, they roll drive auto.
Not true. First of all, there is already overlap between TTRPGs and boardgames, and using a map for a chase scene is really no different from using one in any other context. I'd say that one key difference between a TTRPG and a board game is that an RPG has mechanics that serve storytelling, whereas boardgames generally have stories that result purely from mechanics, with there being overlap between the two based on the game and how it's run. Sorry for the rant and the obsolescence of my reply, but I used your opinion as a good reason to think about the difference between a boardgame and an RPG. As always, play the way that is most fun for you, and don't use rules that you don't like.
Really helpful. But one thing that confuses me a bit - and the book doesn't go into detail either - the actual options for routes and choices in the chase... how do you come up with those? Especially on the fly.
Great question. The closest thing the book has is the sample hazards and barriers (pg 136/137). As for the actual routes, I try to make sure my players have at least 2 options so that there is some decision making involved. But it is making it up on the spot, I don't ever pre-plan routes since I never know where chases will begin. My best tip is to try and imagine yourself is this setting, look around, what options would you see in real life? Then try to apply it to the game. This also gets easier with practice.
White board is great! I used one for my first chase scene in Masks, I used the white board to plot out the dots/route. but instead of drawing and erasing names or letters each round, I used small sticky notes that had; Name, Dex, and move actions on each. Very easy to move and keep track of initiative.
Really enjoyed this. I've run half a dozen chases over the last couple of years in our ongoing Call of Cthulhu campaign, but admit I feel some trepidation every time it looks like we're setting up a chase. My group is generally 3-4 players, and I worry about things dragging--or Ruth's player waiting for her turn, only to be limited to a simple move each action. A couple takeaways for me: (1) I have not been good about explicitly offering alternate paths! I need to make that a focus. (2) I have not been good about open-ended hazards/barriers! I usually say what roll is called for, but I love the idea of letting the investigator dictate that through their actions. If you ever do revisit this topic, it would be great to see an actual blow-by-blow of a chase scene, with players around a table responding, making decisions, and playing the chase in realtime (even a staged version of such). This video's example is super helpful from a rules perspective, but seeing a chase play out at the table would help me with flow and pacing, I think.
Aaron, that is an excellent idea. I have tucked this away for a future video idea, thank you for watching!
Brilliant illustration of the Chase Rules. I agree with you about automatically losing the Chase on lower MOV, because of the possibility of hazards could turn the tide. My rule of thumb was that if there was only 1 MOV difference then the Chase would move forward. Good idea with small whiteboard. I was toying with the idea of using a cribbage board or a peg board I could make. Your illustration was the only one I've seen that was non-linear. Interesting. I really like your Sprint rule, I'll be using that for sure. Finally, I would encourage all to try out the Chase rules. The rules are a bit wordy, I broke them down on paper, making crib notes. But, after a couple of reads and practice runs, they're not bad at all. Great vid, nice work 'Cat!
Thank you Rob! I also like the clarification of 1 MOV difference when establishing the chase. To that point, if the difference is 3 MOV, that chase is not going to be very fun and interactive.
I'm just getting into cthulhu. so any more videos like this would be most appreciated
Okay awesome, that's great to hear. What system are you coming from? Or is this your first RPG?
@@XPLovecat d&d 5e and powered by the apocalyse. I have played a little cthulhu but my group are still very new to it. chases and fight mechanics are really were we are struggling to wrap our heads around it.
also gming for cthulhu takes a bit more prep than say 5e.
@@ianmoone1412 Absolutely, it takes time to get used to the mechanics, I started with D&D as well (although I started with 3.5 so it was a bit more crunchy). The GM role does take some more pre-planning since there is a heavy emphasis on investigation. I hope your group continues to try it and ends up liking the system!
@@XPLovecat we do like it thanks. its just a matter of someone, me probably, getting used to the gming part of things. and i intend to keep it going because i really enjoy the brp.
@@ianmoone1412 Yep, that makes sense. It took me a bit to really get comfortable being a GM for the system but the more I played, the better I got, and the more I enjoyed the system!
The first time i did a chase scene i didn't show the map to the players since the chase was set in a forest, i just drawn the path on a sheet i had. It was fun!
I’d love to see more rule breakdown videos! As a new keeper running a game can get very overwhelming.
This is great to know, I will add some more rule breakdown videos into the rotation. Thank you for watching!
Yes, please do more rules and round related videos. THank you and great job!
That was great! I'm just newly learning the 7e rules, and this was a great primer for chases! I've always heard that the chases rules were a little complex. Thanks for breaking it down! I did love the little characters in your example. Would love to see a car chase example actually!
Thanks Perry, I'm glad you found it helpful. It hopefully made it a little less intimidating to try and jump in. Ruth was my favorite...just chugging along at 1 move per turn but still ended being super useful! Great idea on making a car chase example, I'll add that to my list. I can also go more in depth on the optional rules in the chapter and how I come up with hazards and barriers. Thanks for the suggestion!
@@XPLovecat would love to see the use of the optional rules. I just flipped through the chapter and wow, that is a lot of rules lol! Thanks again for boiling most of that down!
Thanks, this was really helpful! I am an old keeper, but new to CoC7 and the chase rules did overwhelm me a bit at first glance. Now I am confident to try them out with my group.
The diagram was very handy, and using a small white board is a great idea.
Thank you, I'm glad the example was helpful. Thanks for watching!
Ok, you kick ass. I tend to cop out on the numbers to reduce rolls, but doing that cheats my players a lot of the time. This is a good way to let them have the chase for a change.
a very good alternative demonstration of the mechanics, very clear.
I'm learning the system rn because I am planning on running a one shot for my players.
Ah, the auto-generated Vietnamese subtitles. Delighted to see Chaosium breaking into the Southeast Asian market. :-)
Neat! Guess I'm going to have a look at the chase rules again...
I am so glad you Focus on cthulhu. I started with learning the rules of cthulhu to become a gm and your Videos are very helpful! Keep it up please.
That's so great to hear that you find them helpful. I really enjoy Call of Cthulhu, it's such a solid system so I have more content planned! Good luck as you continue your GM adventure. Have you played any scenarios for CoC that you've really enjoyed so far?
I like the timer idea
Great video, XPL. Thanks for the additional tips!
Nice video, I would be interested in more Call of Cthulhu videos.
Warm regards, Rick.
Great video (😂I recall an excellent chase during the Fungi from Yuggoth) I like chases as an element it helps give a multifaceted feel to the problems that occur in game, seldom do I hear in any other game you see the antagonist who simply legs it leaving the overburdened PCs in their wake.
Would love to see a breakdown of Sanity rules and how you deal with your investigators going insane, where it isn’t necessarily planned 😊
Oh hey, another system I've been meaning to learn!
I absolutely love this system. On top of the awesome setting, I think the rules are really solid that allows a good mix of roleplay and strategy. What's your favorite system?
I love to act out the chase as well! The visual aid is great. Thanks for the excellent content!
Thank you for watching!
Just started a Keeper and am loving the system. Thank you for the amazing video. it has helped greatly. looking forward to seeing more videos.
Yay! Welcome to the madness
Great lesson! Thank you, sensei. 😺
I myself don’t use the chase rules but I do show players how they work and see if they want to use them
This is very cool. Thanks for the useful tips
Nice job with the illustrations to explain your worked example!
Thank you! I personally enjoyed Ruth just chilling throughout the chase and then coming in for the clutch artifact recovery move.
Nice video. You have made me try chase rules one more time.
Awesome! You'll have to let me know if you have success implementing.
Nice one - good explanation of the chase rules!
Thanks Paul, I appreciate it!
@@XPLovecat Kudos from Paul Fricker! Doesn't get much better 'Cat!
It is my understanding that the person fleeing only gets away if their adjusted move is higher (after speed roll and establishing the chase). In this case dale and the cultist were both at 8. If dale had failed his speed roll then the cultist would have escaped
Thank you! This helped quite a bit! But I have a question: How would that work with chases using vehicles? Would it be some sort of comparison beetween the speed of each vehicle involved? If so, how do we determine exactly the speed of them? Skills would come into play is my guess?
Great question! I'll give you a brief here but I've added to my list to make a more in-depth video on car chases specifically.
The keeper rulebook provides the base MOV for many vehicle options. Then to adjust the MOV, it is based on the character's drive auto skill. Instead of a CON roll, they roll drive auto.
Movement rules and now it's a board game. These are good explanations but it doesn't stop the role-playing game suddenly becoming a board game.
Not true. First of all, there is already overlap between TTRPGs and boardgames, and using a map for a chase scene is really no different from using one in any other context. I'd say that one key difference between a TTRPG and a board game is that an RPG has mechanics that serve storytelling, whereas boardgames generally have stories that result purely from mechanics, with there being overlap between the two based on the game and how it's run. Sorry for the rant and the obsolescence of my reply, but I used your opinion as a good reason to think about the difference between a boardgame and an RPG. As always, play the way that is most fun for you, and don't use rules that you don't like.
Really helpful. But one thing that confuses me a bit - and the book doesn't go into detail either - the actual options for routes and choices in the chase... how do you come up with those? Especially on the fly.
Great question. The closest thing the book has is the sample hazards and barriers (pg 136/137). As for the actual routes, I try to make sure my players have at least 2 options so that there is some decision making involved. But it is making it up on the spot, I don't ever pre-plan routes since I never know where chases will begin. My best tip is to try and imagine yourself is this setting, look around, what options would you see in real life? Then try to apply it to the game. This also gets easier with practice.
@@XPLovecat Hey thanks. That's actually really good advice. Because I need to be conscious of that in the pressure of dramatic scene.
You could always use an actual map as a basis for a chase map, implementing obstacles based on the context of the location. @@thecaveofthedead
@@varenoftatooine2393 that's a great idea.
Board game operative word bored