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    1.14 MB Anonymous 12/23/09(Wed)12:57 No.7257183  
    How do I make a campaign oriented around movement or free-running interesting? It sounds like we'd be sitting around running dex checks every step of the way
    >> Anonymous 12/23/09(Wed)12:58 No.7257190
    A game based on Mirror's Edge?

    >> Anonymous 12/23/09(Wed)12:58 No.7257197
    You must rely on roleplaying or at least have a bit of combat.
    >> Anonymous 12/23/09(Wed)13:00 No.7257211
    Check out Promethean, which has in Saturnine Night (i think) a Parkour progressive Merit.

    Then, lots and lots of chasings and escapings.
    >> Anonymous 12/23/09(Wed)13:00 No.7257213
    Storytell. Dex checks aren't suited for use this often.
    And make them use the environment in creative ways to slow down or defeat enemies.
    >> Anonymous 12/23/09(Wed)13:04 No.7257235
    Make freerunning a complex enough system to replace combat.
    >> Anonymous 12/23/09(Wed)13:06 No.7257253
    With difficulty, its an activity much more suited for video games in 3D environments.

    So storytelling and perhaps a similar system to combat in games where you pick a maneuver/style such as specifically kicking followed by punching rather than just declaring that you're using unarmed attacks.
    That could possibly work to add to acrobatic maneuvers beyond skill checks.
    >> Anonymous 12/23/09(Wed)13:06 No.7257254

    This. I don't know of any game that allows you to replace combat with anything and keep the same system, though.

    You could try Wushu; it's probably a bit simplistic, but it's at least a system of conflict-resolution that DOES work with Parkour (or research, or poetry-recital, or anything you want).

    Link here: http://wiki.saberpunk.net/Wushu/HomePage
    >> Anonymous 12/23/09(Wed)13:08 No.7257264
    Would suck balls.
    Roleplaying isn't suited to that kind of games.
    GM couldn't properly present the situation without giving obvious clues (what can be used how and from where).
    Or he could spend 5 minutes describing each detail, not only the important things. But that would bog down the game more than summoning optimized spammer druid party in D&D 3.5.
    >> Anonymous 12/23/09(Wed)13:08 No.7257266
    It'd be a lot of rolling, I'll tell you that.
    >> Anonymous 12/23/09(Wed)13:10 No.7257282
    I'd roll all over Faith, if you know what I mean.
    >> Anonymous 12/23/09(Wed)13:11 No.7257299
    Be description heavy. Set up ideas for paths and routes for the players to take, rate from "Excellent" to "Very Bad" or something. (Keep the rating to yourself) When a chase/race happens, everyone starts on an Average path. The rating of a Path determines things like how long they will take to reach their destination and how likely they are to be caught by their pursuer.

    Each player describes their route through the path and when they come to an Obstacle (a drop, fence, dead end etc) they describe their attempts to over come the Obstacle. This is where they make their rolls. If they pass, they carry on. If they fail, they go down to a worse route. If they pass their roll really well, they manage to go up to a better route).
    >> Anonymous 12/23/09(Wed)13:15 No.7257327

    This is just something I'm pulling out of my ass, by the way (In case you can't tell)

    If you hit the bottom path and then fail a roll, you are caught by your pursuer, sustain an injury that means you won't be able to continue for the next scene or otherwise automatically lose the race.

    Excellent paths are things like running along the rooftops, leaping from building to building. It's hard to be followed and allows you to get to your destination quickly because you can take a more direct route. Obviously, players want to get up as high as possible to get this.

    Poor routes are low to the ground; it's much easier for a pursuer to chase and catch you. There are also more Obstacles closer to the ground. This means they have an increased chance of being caught, but also have more opportunities to ascend to a better path.
    >> Anonymous 12/23/09(Wed)13:16 No.7257332
    If RP wasn't invented, we would say that simulating combat would be too hard without computers.
    >> Anonymous 12/23/09(Wed)13:21 No.7257380
    Kriegspiel says hi.
    >> Anonymous 12/23/09(Wed)13:23 No.7257405

    When I say "Paths", I don't mean actually script out the entire escape route. Give some loose ideas about what the path involves - how high off the ground it is, how built up the area is in terms of people and development. Then put in some ideas for what Obstacles someone might encounter on that path - someone on the ground might encounter boxes, market stalls, people. Someone on the rooftops might encounter wire fences, high drops and locked roof access doors.
    >> Anonymous 12/23/09(Wed)13:33 No.7257476

    I'm pretty much basing this on a narrativisit approach to gaming. I think it's the best way to do this without just going "Make a roll. Make a roll. Make a roll." and being boring for all involved.

    There would be a stunting bonus familiar to those of you who play Scion or Exalted. You'll get a bonus to your Obstacle rolls depending on how well you described the previous stage of your Path.
    >> Iron Lung 12/23/09(Wed)13:35 No.7257499
    SC2 has rules for foot chases, and the authors hombrewed up some ME inspired free-running feats to make it shinier. they're on the official SC board wiki somewhere, IIRC.
    Or take the Spider Chain. Lots of vertically-mobile badass tricks there. Or apply the Wuxia campaign quality.
    SC fixes it.
    >> mememe 12/23/09(Wed)14:20 No.7257999
    You can make the game a lot more addictive than constant rolls, if you code the whole thing into a computer game with brilliant-white architecture and head-spinning heights.
    >> Anonymous 12/23/09(Wed)15:07 No.7258568
    Adding onto this guy's input, you probably should call for some sort or spot or awareness rolls as well. Maybe they're not attentive enough to see a potential 'path' they could take. I'd write/type down like 3 different paths (maybe make multiple points where they could intersect or jump from path A to path C or any of the others). Free running is a very attention based activity and kind of takes an abstract eye to see what they can work with.

    Also, feed me more ideas as this is something I'd very much like to implement into a horror setting.
    >> Anonymous 12/23/09(Wed)15:15 No.7258659
    Some more ideas, which may or may not make it into the system I've been brewing up.

    If this is just a regular ground chase, perhaps have them place minitures or markers on a battle map as a show of general distance. Compare movement rates to determine if one is faster than the other. Require rolls for obstacles and other hazards. If the player is smart enough, allow them to think of things they can do to slow down their pursuer such as throwing debris in the way.
    >> Anonymous 12/23/09(Wed)15:24 No.7258744
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    This would also require the DM to have a good setting in which free running can occur in. Your plain old street might not have many obstacles or things. Rooftops, construction sites, skyscrapers, back alleys, etc. Having a general map of the area also helps. Perhaps, having choices about which direction the player decides to head in could result in getting away or finding themselves in a trap or dead end.
    >> Anonymous 12/23/09(Wed)15:24 No.7258745
    Each player has skills such as balance, momentum, and grip. When the player is running, have a deck made of obstacles that can be overcome in different ways, such as running around, going over, etc.

    The core mechanic is this: The player has to keep track of the last X skill checks, X being momentum (so it starts off at say, 7, and lower is better). If they get Y failures in that time (Y = Balance), then they stumble, and fall back a certain distance. Whenever they try to do something (shimmy up a pipe, jump a gap) they have to make a skill check (against grip, slide, hacking, whatever).

    Each player keeps track of a distance while they are running. Choosing to make a skill check off of an obstacle (like climbing over a fence rather than running around) risks you losing your balance, but if you succeed you get an extra distance jump, and stay ahead of the pack.

    So if someone has a good grip, they would be likely to vault fences, but not as likely to tackle locked doors. The enemy (or whatever the motivator for speed is) travels at a constant rate every turn, and anyone who loses their balance or is too slow is in serious danger of having to fight them. Police, for example, could be fought off with hand to hand, but helicopters would take something more. Maybe they are shot at every turn until they get ahead of the enemy again.

    This would be more of a competitive game, but you could have co-op as well. A player could slow down and assist a teammate, giving them a big bonus on a skill check, at the cost of slowing themselves down.
    >> Anonymous 12/23/09(Wed)15:32 No.7258813
    This thread should be archived for great ideas.

    Also, contact info if any of you fa/tg/uys are interested in cooperating to brew up a system for this.
    >> Anonymous 12/23/09(Wed)15:32 No.7258818
    Best idea yet.
    >> Anonymous 12/23/09(Wed)15:39 No.7258868
    >> Anonymous 12/23/09(Wed)16:31 No.7259305
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    Awesome ideas, guys, especially the Paths bit: >>7257299

    I would add some security systems to the Obstacles, things like tracking cameras, laser rangefinders, police sniper scopes, web guns, electrified fencing, motion sensors, etc.

    You'd need detailed rules for falling too, depending on hardness and complexity of the object to avoid damage. The more complex the object you're jumping off the more chances you get to arrest a fall.

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