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.