Aaron2 said:
Just exactly do you write a WWII adventure that isn't a Kelly's Heroes/Eagle Dare commando raid? Last night I was trying to write a simple adventure to play test some VforVictory vehicle rules* and couldn't even get started. When I write a normal D&D adventure I usually have ...
1) A setting with (hopefully) some interesting quality. I.E. castle ruins, back alley, crypt, etc.
2) A bad guy or someone opposed to the party and/or their goal.
3) A plot. Usually it involves finding and/or stopping said bad guy.
So, you see my dilema. How can I come up with a plot when what I end up with is just some seemingly random encounters with a bunch of Germans? How do you make a memorable bag guy when you probably can't even speak to each other?
Aaron
*I wanted them to be a crew of a M8. They drive around, dismount for some small arms combat and then maybe duke it out with a PSW 222.
I suggest reading up some 'real account' kind of books, like Ambrose's Band of Brothers, or even more useful for me was Gavin's On to Berlin. They give you a good overall view of how various encounters usually came about, though those 2 from more of an elite unit perspective.
But, here is my advice on the matter.
If you want to try to run a non-Dirty Dozen/Kelly's Heroes etc kind of game, you are going to run into strong GM "railroading" issues. If your players are ok with that, fine. But the fact is that they are probably taking orders and somehow part of a larger force/action.
1) Recon. Pick a particular part of the war and send them out to recon the enemy. Make sure they realize that finding out information about enemy strength and disposition is better than just running into Germans and gunning it out.
Alternately, you could have a squad attempt to move behind enemy lines in order to capture a) German personnel to question, b) intelligence leading to another adventure item, c) specific intelligence on the dispostion of a weapon or force, i.e. tank column, rail gun, etc.
2) Ambush. Their unit is set up as a possible breakthrough point by an expected German counterattack along a large front, and their little squad has responsibility for a given area. Let them set themselves up however they want on a given small area and have the germans show up in some predetermined amount of time. Forces them to work together, make certain skill checks, always with the thought that they have to hurry and get set so the bad guys dont catch them with their pants down.
3) Take out the big guns. The Amercians are searching for the big guns (88's, self-propelled artillery, AA, etc) that are raining death down on their ships/infantry advance/armor columns/etc. Like the action in Sicily in The Big Red One, they have to find out where they are and put a stop to them, possibly working with civilians/partisans while trying to avoid getting caught in the confusion of retreating/counterattacking German patrols. The big guns could be high on a set of cliffs, mounted in an old castle, or any otherwise implausible location for game flavor. Or they could be mounted in a network of bunkers and deep trenches/tunnels, the PC's always expecting ambush as they ferret out resistance and discover the dungeon-like quality of the defense system.
4) Clear this sector. The G.I.'s are tasked with clearing a certain set of city blocks of enemy resistance. German snipers, small squads, well-entrenched and hidden MG nests, and little sneaky Jerrys with Panzerschreks are sprinkled throughout. Maybe this is in France/Holland/Italy/etc, and the PC's can attempt to get aid by civilians trapped in the crossfire or avoid getting ratted out by some. They could be presented with the moral dilemma of having civilians between them and the enemy and feel the need to try to get them out of the area prior to engaging the enemy, and the enemy of course never cares about civilian casualties.
5) Hold the line. Battle of the Bulge, that kind of thing. Low on ammo, equipment, clothes, and food, the PC's have to defend a stretch of forest from probing attacks, patrols, and finally a big push with armor by the Germans. Maybe give them one small artillery barrage or air support barrage that they have to use judiciously; they dont know when the big push is coming and they want to save it for that, but at the same time if they get wiped out it would be a moot point. It would help to assign a handful of GM controlled NPC's that can be easily taken out by German attacks or a sneaky infiltrator type ("Oh no, Johnny's throat's been cut, and I was in the foxhole right next to him!") for tension-building or cinematic effects. Remember the horror you can inflict on the PC's with tree-bursting barrages of artillery, fort saves for exposure to weather, etc.
6) Capture the bridge. Much of ETO was about either blowing up or taking bridges intact to have routes into central Europe. Set up a bridge and have them recon it, maybe attempt to work with local resistance, etc. Maybe it's a situation like Remagen where they need to take the bridge before the Nazi's realize you are there and blow it up, but there could be retreating Nazi's making for the bridge at any time so if you go in small and light you may get caught in a crossfire.
As for a particular enemy, you could pick a German officer who is in command of unit(s) that they face multiple times that always gets away. For instance, he could have the big guns under his command and slip away as they make their assault; then later be commanding a small armored platoon they are defending against and direct action against them from the rear, taunting them in English that he learned at the University of Chicago; weeks later he is trying to defend a city sector/bridge that the PC's have to take. Everywhere they follow, there are stories by surviving G.I.'s and civilians of the guys horrible atrocities (slaughtering american prisoners, Dutch civilians, etc): think about the stories of guys like Pieper from the Bulge and other stories of Waffen SS officers.
I'm not sure how much use that would be to you, but maybe there's something. The problem in running a straight non-commando WWII campaign is that you are either going on advance, or defending an area and dont have much contact with people outside of your group for role-playing purposes (other than dealing with superior officers, supply guys, etc). But you can do fun games with limited commando-type action without getting totally over-the-top a la Kelly's Heroes, Guns of Navarrone, etc. That's what they trained Rangers for in WWII.
Oh, and just general advice, give them a haltrack instead of an armored combat car. More PC's can fit in it with a little gear, and you may have a touch more mobility depending on the conditions. Just a suggestion.