Adversarial Campaign

mmadsen

First Post
The recent 3E Boardgame thread got me thinking about other ways to play D&D.

D&D has strong wargaming roots. Have you ever played with the DM as referee, one player (or team) against another?

I've already heard of Birthright play-by-e-mail games pitting regents against one another (a la Diplomacy). Political wars of assassins could be great fun. You could also play both sides of the "reverse dungeon": goblins vs. humans.

For instance, a typical D&D campaign might involve our party of adventurers tracking down the goblins to their hideout while the town guards hold down the fort. The DM presents the party with just enough of a challenge at each step along the way, he tries to not quite kill them, he escalates the threat, he throws in a plot twist, etc.

It might make an interesting campaign if the goblins aren't under DM control. The goblin players decide how to attack the town, when and where to leave ambushes and scouting parties, etc. The human players do the same for the town.

Each team gets a handful of 6th-level leaders, some 3rd-level sergeants, and lots of 1st-level spear-carriers -- but not to use in one big fight on a manicured battlefield (a la Chainmail).

It would all be quite open-ended yet goal-oriented at the same time.

Since the players wouldn't all be on the same plot-protected team, certainly one team or the other would be losing characters all the time, but those would generally be spear-carriers (or "red shirts"). Think of them as extended hit points.
 

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I play in a BR PbeM - that is tons of fun. It also makes you very paranoid.

Table top game that I played in once for 2-3 months was me playing a Paladin and a friend playing my brother the fallen paladin as we struggled for control of our fathers city. It was great fun but did not work as well as PbeM because someone had to lose and you had to be the one to stick it to them and they are your buddy. While very sweet, it did have a little after taste, but I would 100% be up for it again.
 

mmadsen said:
Since the players wouldn't all be on the same plot-protected team, certainly one team or the other would be losing characters all the time, but those would generally be spear-carriers (or "red shirts"). Think of them as extended hit points.

I did a game in which the 3 players each had a village under their control and then set about expanding it and exploring/taking over the country - the villagers were exactly as you describe 'extended hit points/skills/stats etc) So the 3 PCs (*Lv5) were the village leaders and the village populations were claculated using
200+(Cha modx10) (150 - 250) population points

Basic labourer 1 pt/level
Bonus village skills 2pts
Bonus village feats 5pts
NPC classes 10 pts/level
PC classes 20pts/level

eg a Lv 3 Warrior would be 30 pts

Populations could grow by harvesting food and building housing (5 pop units per house) - thus diverting labour units away from battle. They could also fallif they were not feed.

I acted as referee and would chuck in things like hurricaines destroying crops, goblin raids, hunting parties going missing (eaten by a Wyvern).

I also gave the players 5 'event' cards each which they could play against each other with things like 'Disease outbreak DC 20 Dam 2d10' or 'Bonus crop +10 bushels' or 'Shark attack - 10 food and d6 dead)

It was fun for a while - sort of age of empires like...
 

I think 3E is too complex to do this. It gets bogged down as you try to remember different powers and spells for each of the people, that is why chainmail was created. The Clix games use a nice simple system as well.

For small numbers of people, 2-3 PCs for each player it might work.
 

I think 3E is too complex to do this. It gets bogged down as you try to remember different powers and spells for each of the people...
Powers and spells? For 1st-level Warriors?
For small numbers of people, 2-3 PCs for each player it might work.
My thought was that each team would get "a handful of 6th-level leaders, some 3rd-level sergeants, and lots of 1st-level spear-carriers" -- not much different from any other party of 6th-level PCs with Leadership -- and that they would not just line up for "one big fight on a manicured battlefield (a la Chainmail)".

Maybe the final battle would play out that way -- and you'd want mass-combat rules for that -- but most of the game would be recon, special ops, etc., since attacking a walled city isnt' wise, and finding the goblin lair isn't a given.
 

Not to this extent. I will have players play NPCs to fight another player in like a gladiator fight, or even role play an NPCV in a gambling match.
 

I play in a BR PbeM - that is tons of fun. It also makes you very paranoid.
It sounds like e-mail is the right medium for adversarial play, whether or not it's Birthright. Or at least most of the scheming should be done over e-mail. Then you can meet up for the few clashes that arise.
 

Re: Re: Adversarial Campaign

I did a game in which the 3 players each had a village under their control and then set about expanding it and exploring/taking over the country - the villagers were exactly as you describe 'extended hit points/skills/stats etc)
Sounds great, Tonguez!
So the 3 PCs (*Lv5) were the village leaders and the village populations were calculated using
200+(Cha modx10) (150 - 250) population points

Basic labourer 1 pt/level
Bonus village skills 2pts
Bonus village feats 5pts
NPC classes 10 pts/level
PC classes 20pts/level

eg a Lv 3 Warrior would be 30 pts

Populations could grow by harvesting food and building housing (5 pop units per house) - thus diverting labour units away from battle. They could also fallif they were not feed.
It sounds like you created your own little resource-management game system. Did it work well?

What did the players do?
 


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