How to build a good chase scene?

By GroggyGolem, in Game Masters

Hello fellow GMs. I would like to know how to build a decent chase scene, using the chase rules from Edge of the Empire.

What I currently have written for a session is a chase on speeder bikes between the players (trying to escape) and the NPCs (pursuers). The chase lasts for 3 rounds (as I don't want it to take an unnecessary amount of time in the session). After the 3 rounds, the group either escapes or has to take care of the thugs on foot. (The thugs catch up later anyway if they survive the chase).

What I understand with the chase rules is that at the beginning of the round I need to have the pilots roll a competitive piloting planetary check against my NPCs, to see if I am catching up to them or not.

I'm a little confused about during the rounds, what else I would be able to have the pilots do? They get a maneuver and an Action, yes? What would some examples be?

Anything they can do normally except change distances with maneuvers as that's what the Chase roll is for. Honestly if the PCs are running it would probably involve dodging something, you didn't say where it was occurring.

If one of the PCs is a Hotshot, it's a good opportunity for a Corellian Sendoff.

Of course there is a the charts in Stay on Target that could be tweaked for busy urban options or whatever.

Edited by 2P51

All PCs are made using only the Edge of the Empire core rulebook, so just the 6 careers and the 3 specializations for each that come from that book.

The chase takes place on the streets of Nar Shaddaa, as they are trying to escape the lair of a gang they have just ransacked.

Sorry, I should have mentioned the details up front.

Edited by GroggyGolem

I'm considering allowing the players to shoot behind themselves but unless they spend a maneuver to aim they will take a couple setback dice to shoot blindly behind themselves. Then again, the characters from Star Wars Rebels pulled off some crazy stuff in the first episode during their speeder chase. I want this to be cool but fast and short, hence the round limit I put on it. A 40 minute speeder chase seems a bit much.

You can just use your imagination on the chase check. If the PCs score a T or lots of spare As they could be used to add upgrades or setbacks to the pursuers next checks. If either does poorly use the results accordingly. The dice pool for piloting checks applies to chases as well, just set the Difficulty appropriately and see what happens with the dice.

At the start of each round, they all make their Athletics/Piloting checks. Good for them. During the first round, give them a couple options for things they might try, and in subsequent rounds they have to make their own. Coordination to Parkour up to a rooftop. Skullduggery to duck into an alleyway and jimmy a flimsy lock, slipping into a building before the bad guys can back up their speeders. Cool or Deception to grab a filthy, ragged blanket, throw it on, and stagger back toward the pursuers, who ignore him as a random bum.

I figure a simple success for open-ended, non-combat actions should increase the target's next difficulty by one, plus one for every two successes. Advantage can give the character boost dice for the next chase round, or impose setbacks as the pursuers try to keep up. Threat could mean the character makes it to the roof, only to find that it's pretty windy on the rooftops. Both he and anyone who follows him up there have a tougher time making their checks. The guy who slips into the building might find himself in a drug den, which could quickly turn into another chase.

At the start of each round, they all make their Athletics/Piloting checks. Good for them. During the first round, give them a couple options for things they might try, and in subsequent rounds they have to make their own. Coordination to Parkour up to a rooftop. Skullduggery to duck into an alleyway and jimmy a flimsy lock, slipping into a building before the bad guys can back up their speeders. Cool or Deception to grab a filthy, ragged blanket, throw it on, and stagger back toward the pursuers, who ignore him as a random bum.

I agree. I'd give the players a chance to do a piloting check and then one other check of their choice, so long as they explain how it's going to help them in the chase. If they succeed with the non-piloting check, they'll start getting boost dice. For a more cinematic option, don't let the player use the same non-piloting skill twice, so they have to start coming up with more creative ideas.