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<blockquote data-quote="overgeeked" data-source="post: 9118147" data-attributes="member: 86653"><p>In the module, it's an incredibly boring "take damage if you move to the edge of the map." That's it. The boardgame is more about completing missions than actually conducting the war. PCs as special ops completing quests to aid the war effort.</p><p></p><p>I generally do, yes. It gives things a sense of immediacy and verisimilitude that I enjoy. I very much agree with Matt Colville's take on war in RPGs.</p><p></p><p>I do like for there to be mechanics determining the outcome, even if it's super-light and behind the scenes. Give each side a % chance to win and roll to see who does. It works, but as you say, it's not very satisfying. I prefer to keep the conduct of the war as opt-in elements of play. Some players have zero interest in that, others love the idea. So at worst it will be an afternoon of small group play or a text/email exchange to resolve things.</p><p></p><p>Using 5E's combat rules only changing the statblocks to represent more than one individual also works great. Use the mob rules.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9118147, member: 86653"] In the module, it's an incredibly boring "take damage if you move to the edge of the map." That's it. The boardgame is more about completing missions than actually conducting the war. PCs as special ops completing quests to aid the war effort. I generally do, yes. It gives things a sense of immediacy and verisimilitude that I enjoy. I very much agree with Matt Colville's take on war in RPGs. I do like for there to be mechanics determining the outcome, even if it's super-light and behind the scenes. Give each side a % chance to win and roll to see who does. It works, but as you say, it's not very satisfying. I prefer to keep the conduct of the war as opt-in elements of play. Some players have zero interest in that, others love the idea. So at worst it will be an afternoon of small group play or a text/email exchange to resolve things. Using 5E's combat rules only changing the statblocks to represent more than one individual also works great. Use the mob rules. [/QUOTE]
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