The deck consists of two double-sided rules cards that fitt pretty closely (if I remember correctly) to the rules for Chases given the GameMastery Guide. I've run enough chases now that I usually adjust the rules a little to make them simpler and to provide less incentive for the PCs to simply blast their foe out of the sky from a distance. The rest of the 48 cards in the deck are three sets of 16 cards each for chases in different environments: Urban, Forest, and Dungeon. It's important for the GM to add some narrative heft to the cards, because they naturally won't fit exactly into the scene the players and GM might envision--for example, I hadn't expected the dense forest I set my chase in to have a sheer cliff that needed to be navigated, and couldn't easily explain why a flying creature (like a quasit) would struggle to traverse that obstacle. But as long as everyone's willing to get in the spirit of the mini-game, it works fine. And the cards are certainly easier and faster than making homemade ones.
All in all, if you like the concept of Chases in Pathfinder, this deck should make you happy.
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