I’m about to GM Scum and Villainy, and I have a question about the Cerberus starting mission (and clocks related to…
I’m about to GM Scum and Villainy, and I have a question about the Cerberus starting mission (and clocks related to group actions in general I suppose):
The instructions under “The first scene” tells you to start a 10-segment chase clock and put two ticks on it – when it’s full, you corner the target, if it empties he gets away. No problems so far, but I’m having a hard time figuring out how to resolve a clock like this in a smooth way.
Let’s say they decide to simply chase the target. If everyone rolls for Scramble individually, it would feel weird – one member shouldn’t affect the target getting away if the rest of the group manages to keep up, for instance. I also think it would be really boring to start of with a scene where everyone rolls the same action, one after another.
But if they decide to do it as a group action, it would still take several rolls, probably costing the leader a lot of stress. I feel like it shouldn’t cost that amount of stress for a “simple” chase, and I think this approach would be pretty boring as well.
Maybe I’m overthinking it, and should just let the players go crazy – maybe they will all attempt different things, rigging a nearby hover-bike, shooting at the target etc. and the “group chase” won’t be an issue? Or maybe there’s an easy answer in sight, I’m just too narrow minded to see it? Any thoughts would be appreciated!