I'm not Gundark (obviously), but my group also got behind Chases in a big way. Mostly because they were Chases. At that point (and possibly still) no other game had a good mechanic for chases, and they are something that's so prevalent in the sort of source material we use that having a system for them was just fantastic. Well run, they were fun and evocative sequences, and the rules had enough depth to cover a whole heap of situations, while not being so dense that they were painful to use.
First, thanks much for the feedback. As it happens, DramCons are one of the last, if not the last, major component Alex and I have yet to settle on. We have strong thoughts about how it should work, but those ideas have yet to coalesce on paper.
Remove Strategy Penalties. My group decided very early on that a handful of Strategies (Redline and Outfox in particular) where "the Strategy", depending on if you were Predator or Prey. Having a +2 bonus when I was suffering between a -4 and -8 meant that they'd frequently get another advantage (or use the net benefit to practically guarantee winning). It meant that the "Chase" bit became less exciting (and more predictable), and the stuff going on around it had to be ramped out to keep the scene exciting (opponents suppressing their driver, attacks against tyres, etc).
This is actually one of my biggest personal issues with the 2.0 system, so consider that point well represented at the design table.
(Thanks for the assist BTW. As a designer it's very nice to see other folks validating your ideas. It helps you suss out when you're not crazy - which, let's admit it, is often a dicey diagnosis.)
I was also a big fan of the Dramatic Conflicts, and I enjoyed their use for things other than Chases as well. In fact, I liked the DramCon idea so much that I toyed around with ways of making combat a DramCon, just to see what would come of it.
If you are collecting input, here are some more things:
- introduce a timer. This may be tricky, but I think worthwhile. I remember sessions where the chase just took too long, because neither participant could solidify his gains, and we kept trading lead gains back and forth. I'm envisioning something like a total number of leads that need to be attained, and the first participant to reach that number wins the DramCon
- more options for everybody. Some DramCons seem to limit the number of actions a character can take severely (was looking at Seduction the other day, where more than half the actions have some form of prerequisite in lead or other). I'd rather see people that have the prereq get a bonus, than not be able to take the option at all. Also, options that don't necessarily use the principal skill check for that particular DramCon.