Giving chase?

By baileyborough, in WFRP Rules Questions

Sigmar help me for bringing this up, but none of the other posts seemed to address quite what I was after...

In a campaign, how would you suggest I use the progress tracker in a chase scene? For example PCs are chasing down an informant/ being chased by angry mob.

Now, I know there's a chase thing in the GM's Toolkit, but I just didn't think it was clear enough. All I can think of offhand would be athletics check vs NPC's athletics, but a few rounds of that would get pretty dull, so can someone give me a hypothetical example or something?

Thanks guys, and kudos on the awesome game!

Bailey.

I struggled with this sort of thing a bit at first; I had a sailing system where characters were rolling to influence the operations of a small ship. At one point, we all got stuck on too granular of actions: it wasn't as bad as "roll to pull the rope", but close.

The key, I think, is to build your skill checks to do two things: give the player immediate feedback with impact and choice, and create mechanical back-up "wrapped" around the framework of the story. Also, remember that "rounds" or player actions are mutable; the time frame can follow the narrative, not the other way around.

So, instead of "roll X versus Y to get closer" try: "as you tear through the market stall the criminal leaps over a chicken coop, knocking it open. A pair of birds flap around, blocking your path." Where the player can use Athletics to barge through, Agility to try to leap over, or even make an attack to swat the chickens out of the way. Give each player something relatively unique (you could even get kind of abstract and let a player make a Folklore: Town check to try to remember a shortcut to cut the quarry off, or something) and a couple rolls each, and that can be the entire encounter.

WFRP works very well when each die roll represents a series of actions or critical juncture; less rolls with more impact. At least for me, remembering that is the key to making the game work really well, at least for my group.