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Adventurers under siege
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<blockquote data-quote="Odhanan" data-source="post: 2797710" data-attributes="member: 12324"><p>I'd say:</p><p></p><p>- Keep the conflict small enough for the PCs to remain involved. If the siege is too large, their role is minor, unless you use the Heroes of Battle technique (their involvement is key to the success of the army under siege, through targeted missions and "episodes" spanning over the whole siege). </p><p>- Let your players breathe. Let them come up with their own plans and tactics to defeat the enemy. That's what a siege in RPG is about. Don't try to twart all their efforts. Consider their plans and let them have victory if they deserve it. </p><p>- Let the fighters of your PC group shine. That's supposed to be their area of expertise, after all, even if the rules don't say so. </p><p>- Don't ever run a siege when you already took the decision of who wins in the end. This means that no matter what the PCs do, they don't have an impact on the siege itself. If you play a siege for the siege to be the center piece of the adventure (and not some other goals, like saving this or that person from the siege or eliminating this particular individual in the camp of the opponents), let the PCs be the heroes with the most impact on it. </p><p></p><p>I ran a siege once with RoleMaster. It went pretty well. The PCs rebelled against a baron/tyran and enlisted the whole village of the fief to put the baron's castle under siege. Between the keep and the village, there was a lake. All around, a forest in winter. This was absolutely awesome because the PCs came up with really inventive strategies. They won the day in the end, but more than half the village's inhabitants were dead by the next day. The survivors sure did thank the PCs, but anywhere they went in this shire, they were known as those who led so many sons and fathers to their death. A bittersweet outcome, really.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2797710, member: 12324"] I'd say: - Keep the conflict small enough for the PCs to remain involved. If the siege is too large, their role is minor, unless you use the Heroes of Battle technique (their involvement is key to the success of the army under siege, through targeted missions and "episodes" spanning over the whole siege). - Let your players breathe. Let them come up with their own plans and tactics to defeat the enemy. That's what a siege in RPG is about. Don't try to twart all their efforts. Consider their plans and let them have victory if they deserve it. - Let the fighters of your PC group shine. That's supposed to be their area of expertise, after all, even if the rules don't say so. - Don't ever run a siege when you already took the decision of who wins in the end. This means that no matter what the PCs do, they don't have an impact on the siege itself. If you play a siege for the siege to be the center piece of the adventure (and not some other goals, like saving this or that person from the siege or eliminating this particular individual in the camp of the opponents), let the PCs be the heroes with the most impact on it. I ran a siege once with RoleMaster. It went pretty well. The PCs rebelled against a baron/tyran and enlisted the whole village of the fief to put the baron's castle under siege. Between the keep and the village, there was a lake. All around, a forest in winter. This was absolutely awesome because the PCs came up with really inventive strategies. They won the day in the end, but more than half the village's inhabitants were dead by the next day. The survivors sure did thank the PCs, but anywhere they went in this shire, they were known as those who led so many sons and fathers to their death. A bittersweet outcome, really. [/QUOTE]
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