So, say you've got a bunch of PCs in a long tunnel, running away from a boulder which is rolling after them (ala Indiana Jones). How would you mechanically represent that in, say, Microliet20?
That's the question I posed myself 10 minutes ago. Here's what I came up with.
(I'm using the notation squares here for all movement. I assume that a square is 5 feet, but feel free to do whatever you like)
There is a tunnel, which is 60 squares long. At one end is the boulder. 10 squares further along are the PCs. The boulder moves 12 squares every turn. Any PCs it moves over are, most likely, dead, or if not, wishing they were.
However, the PCs get to move first. Each turn, each PC gets a number of movement points. The base is 6, to which they add their Dexterity modifier. Also, every turn, they can roll 1, 2, or 3d6 for extra points. It costs 1 point to move 1 square.
That's the basics. Now, here's where it gets interesting:
If you get a double or triple on your move points roll, your character trips and falls at the end of your movement. On your next turn, you'll lose 2 move points from lost momentum anyway, in addition to having to spend 4 points just standing up.
However, other people can help you up, so long as they're adjacent to you. Helping somebody up costs you 4 movement points, minus your Strength modifier, to a minimum of 1 point.
Wyfy Cygnet is a rogue with Strength 7 and Dexterity 16. She gets a base movement point allotment of 9 every turn, and it costs her 6 points to help somebody up.
Meanwhile, Power Murderface is a bard with Strength 18, and Dexterity 8. He gets 5 movement points every turn, but it only takes 1 point for him to help somebody up.
Obviously, anybody who gets to the 60-square finish line before the boulder does wins (i.e. doesn't die messily).
Edit: actually you could use much the same process for doing Chased by Wolves, or Outrunning a Tidal-wave of Water, the basic Rolling Boulder is what got me onto the idea.