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Chase rules in the 7th Edition


hkokko

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Has anyone used the new chase rules in CoC 7th Edition. How do they work in real games - good points, bad points. Considering whether to buy the CoC 7th edition just for these and then mod them as house rules in my RQ6 campaign. Not likely to play a lot of Cthulhu anywhere soon - I cannot enthuse my players to do that :-( so considering buying the book only for the chase rules if they are good enough. Looking for rules that can evoke similar chases than in all the great adventure movies but of course on fantasy campaign. 

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I haven't run the new chase rules to be entirely honest. However, I never really felt the need for having more elaborate rules, beyond the movement rules that were already there in 6th Edition. The core of the Call of Cthulhu game experience for me, and the groups I've played in, is simply not centred that much on action sequences such as these.

To me, it's a genuine confusion in the direction of the game - not insurmountable, I'll stress - but if you take a read through Horror on the Orient Express as the first official published CoC7E campaign, I ask you how many opportunities are there for elaborate chase mechanics? Indeed, of the potential pregens provided, how many would you regard as genuine combat heavy characters? So why have two whole chapters dedicated to combat and chases, respectively?

Maybe things will be clearer with more publications - like Pulp Cthulhu, I guess.

 

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