Recent content by CF07

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    Worlds of Design: Mind Your Mercenaries

    They feature strongly in my two campaigns. In one---a very long-running 2E game where the PCs are around level 12--- they've been central. The PCs market themselves as a mercenary company, although I'm not sure everyone in the group sees themselves that way. They've hired on lower end...
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    Worlds of Design: Battle Maneuvers

    I have read the Fleming novels. Bond is pretty darn silly there, too. He has lower power gadgets, but gadgets nonetheless, is "licensed to kill", slays with the babes, and the rest of it. It's lower key than the movies but it's all there. Pussy Galore is a character invented by Fleming! He also...
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    Worlds of Design: Battle Maneuvers

    The hobby itself isn't, but different genres have their tropes that are, and yet the fiction can be compelling in various ways despite, or sometimes because of, those aspects. I mean, James Bond being one of the biggest media franchises in history featured lots and lots of silliness (and lots of...
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    Worlds of Design: Battle Maneuvers

    Exactly, it's all silly. We have to decide what silly we're willing to allow in our games. Things like assassins are key parts of some genre fiction that people find inspiring for their games. Want to emulate James Bond, Day of the Jackal, Jason Bourne, Fafhrd and the Grey Mouser, ninja...
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    Worlds of Design: Battle Maneuvers

    I seem to recall way upthread that you played/ran Rolemaster. I played and ran that quite a bit back in the day and I'm not sure there's anything about that system that demands well-run monsters, to say nothing of its plethora of tables and charts. Essentially what TMK is about is helping...
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    Worlds of Design: Battle Maneuvers

    I'm not sure where you got the idea I was suggesting that enemies should operate in a non-logical fashion. That's totally not what I was suggesting, just that things should fit in the secondary reality set out by the game world and that it shouldn't blow the GM out of the water with rules...
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    Worlds of Design: Battle Maneuvers

    The fact that the Japanese fought so tenaciously absolutely did have an impact, even if they lost: For example, Allied tactics had to change markedly and the atomic bomb might well not have been used had the expected casualty calculations of the invasion of Japan based on stats from Iwo Jima and...
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    Worlds of Design: Battle Maneuvers

    That's certainly true but it's not necessary to assassinate national leaders to make assassination effective even in interstate warfare. Assassinating the much less well-guarded generals or other leaders down the chain can be quite effective. I read somewhere but lack a citation at the moment...
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    Worlds of Design: Battle Maneuvers

    I listened to the audiobook of "The Monsters Know" in a cross-country drive last year. I'd already stated using a good bit of that on my own before I'd heard of it, but I got some additional ideas from it and I definitely recommend that DMs make use of the basic ideas. They're essentially free...
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    Worlds of Design: Battle Maneuvers

    Yeah I'm with you. Modern times feature plenty of assassinations. The Russians certainly tried to assassinate or capture Zelenskyy in a decapitation move at the start of the Ukrainian war, and assassination by defenestration is a routine feature of their internal politics. The Israelis drop the...
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    Worlds of Design: Battle Maneuvers

    There's a sweet spot I think. I wasn't arguing for a rule-less game, but I tend to find in much more rules-heavy systems that players, justifiably, want to see the rules followed, and they always outnumber the DM. For example, 3.X and 4E(^1) especially seemed to bring out the legal eagle in...
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    Worlds of Design: Battle Maneuvers

    Oh I have no issue with a war, and I am totally with you regarding having solid logic. I was talking about the actual running of it, where "and your group, out on the far right flank, now see" is very reasonable. Too many rules or simply having to track too many pieces just bogs the DM down.
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    Worlds of Design: Battle Maneuvers

    Tactics are a good way to differentiate otherwise similar monsters. I haven't looked at the 2024 orc compared to the 2014 one, but orcs and hobgoblins are fairly different in abilities and should reflect that in their battle tactics. I always played hobgoblins as masters of discipline. They...
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    Worlds of Design: Battle Maneuvers

    That's very true. In addition, at least with foes, the goal isn't necessarily to be realistic per se but interesting and present a challenge to the players. (This depends a lot on your table, of course.) So I'll often use tricks as GM that aren't purely realistic but are ways to make things...
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    D&D (2024) You Can Now Pre-order Eberron: Forge of the Artificer

    I didn't know those books. I really only listen to audiobooks for fiction but hopefully some will be available! Michael Moorcock's Oswald Bastable trilogy (Warlord of the Air, The Land Leviathan, The Steel Tsar) have some similar leanings. He also co-wrote a book with Storm Constantine called...
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