Thursday, October 25, 2018

Thoughts on Return to Sleepy Hollow and the new Chase Rules

I ran the scenario 3 times. The first time with the rules as written. The second time using the Explorer's Edition of the Chase Rules since it seemed very close to the new rules. And the Third time, well you'll have to read on.

The first time through:

I had a problem with the "0 Barrier". Players and villains start with Chase tokens representing their distance from each other with an abstract 0 point. In other words, if you want the chase to start at a range of two increments, the players get one Chase Token and the Villain gets one Chase token. The "0 barrier" is reached when one side or the other has 0 Chase tokens.

When you race forward to try and catch your prey, you make a riding/driving roll. If you are chasing, you remove one Chase token for a success and another for a Raise until you have no tokens left. You can't go into negative tokens. The only way to catch up to your prey is to drop them backwards with an Opposed riding check.

Now it makes sense that dropping your prey backwards would be harder since he drops backwards relative to everyone chasing him. But it means that you create a rule change once you hit this artificial barrier and I don't know if Pinnacle really intended for that. By the way, if you are at 0 Tokens and your prey is at 5 tokens, you can still force him backward, SOMEHOW.

It felt artificial and gamey to me.

Second time through with Explorer's Edition:

I used markers for each player and villain on a sheet of paper with 10 range increments. I started everyone in the middle, two range increments apart and just moved everyone left according to their rolls. when I ran out of room, I just shifted everyone to the right in relative positions.

We had to drop the rule of "Shaken characters immediately lose two range increments" because they kept shaking the Headless Horseman to drop him off the chart. But there was one thing that worked really well and we applied it on our third run.

Third time through:

I used the markers and the range increment sheet again, but with the new rules. The only thing I changed was I got rid of the Chase tokens and just used the sheet, and there was no 0 barrier.

The game ran smoothly. Nothing felt to off and everyone liked seeing everyone else's relative position during the chase.

Oh, and I made "changing the opponent's position" into a Force Maneuver, meaning you had to be within one Range Increment to attempt it.


  1. Why not have a single stack in the middle,chasers deduct, chased add. When you get to none you are close?

    1. In the Sleepy Hollow adventure, each player is on their own horse so you run them as individuals instead of as a group. Your concept would work fine if all of the players were in one vehicle.

  2. I really dont see the problem running it as written. It works very well, gives every participant a lot of options and really feels like a hunt.

  3. I am not sure I understand the effect you discover as the zero barrier.

    I think you are saying at that point the game stagnates?

    1. Weird my first reply didn’t go through.
      If I am the pursuer, I gain ground with a riding check against the target number of 4. A success and I remove a chase token, and with a Raise I remove two. But I can’t go any lower than 0 chase tokens. So if I have 1 token and a roll a rais on my riding roll, I can only remove the one token. I am stopped at 0 because beyond that it is a different mechanic.
      Now if my prey has 4 tokens, I will still be 4 increments away. The only way to catch him now is to force him backwards, which requires an opposed riding roll. It’s harder to do, and the fact that it can be done at such a distant range is odd.


Note: Only a member of this blog may post a comment.