hkokko Posted January 24, 2016 Share Posted January 24, 2016 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. Quote My Glorantha/Mythras blog with Glorantha Cult One-pagers and Mythras Encounter Tool updates and Mythras GM Charts Link to comment Share on other sites More sharing options...
nclarke Posted January 24, 2016 Share Posted January 24, 2016 I have only played the version in the playtest document. I don't know if they changed at all for the final version. They worked well enough. They work in a similar way to the chase rules from NBA/Double Tap. Quote Nigel Link to comment Share on other sites More sharing options...
fox01313 Posted January 30, 2016 Share Posted January 30, 2016 The folks at Miskatonic University Podcast went generally over all the new fun things in 7th ed. Chase rules & bouts of madness are really nice touches to make the game quite more fun now mechanically. Episode here: http://www.mu-podcast.com/mu-podcast-068-new-hotness/ Quote Link to comment Share on other sites More sharing options...
Simlasa Posted January 30, 2016 Share Posted January 30, 2016 (edited) I saw a post the other day about using Snakes & Ladders to run chases in RPGs... if you're looking for 'fun mechanics'. http://tenfootpolemic.blogspot.com/2015/04/snakes-and-ladders-natures-pursuit.html Edited January 30, 2016 by Simlasa Quote Link to comment Share on other sites More sharing options...
TrippyHippy Posted February 2, 2016 Share Posted February 2, 2016 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. Quote Link to comment Share on other sites More sharing options...
Simlasa Posted February 2, 2016 Share Posted February 2, 2016 To me a lot of the changes in 7e would better have suited Pulp Cthulhu (or... Whatgamersthinkispulp Cthulhu). Overall they feel like a shift toward more action-oriented games ('cinematic' was the popular term a few weeks back). Quote Link to comment Share on other sites More sharing options...
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