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General Tabletop Discussion
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Discuss: Combat as War in D&D
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<blockquote data-quote="Imaculata" data-source="post: 8264892" data-attributes="member: 6801286"><p>I think a better way to describe it would be simple and strategic.</p><p></p><p>Simple is just straight forward D&D as we know it, where as strategic requires that both the players and their adversaries plan ahead. A strategic game (CAW) means the battles are more involved, but also other aspects of the game, such as roleplaying and exploration. A strategic game is all about making important choices, both in and outside combat, and reacting to what the enemy is planning.</p><p></p><p>I have found that a sandbox works really well for this approach, as it allows the opposition to be active off screen. The players can seek them out and try to twart their strategic efforts, or they can pursue their own strategic goals. By having a lot of distance between the players and their foes, intel also becomes less reliable. If the enemy attacks a village, the players might not even hear of it until the fight is already over.</p><p></p><p>As a DM you are not only thinking about how to challenge and entertain your players, but also about what the goals and motivations of the villains are. How can they best achieve their goals?</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8264892, member: 6801286"] I think a better way to describe it would be simple and strategic. Simple is just straight forward D&D as we know it, where as strategic requires that both the players and their adversaries plan ahead. A strategic game (CAW) means the battles are more involved, but also other aspects of the game, such as roleplaying and exploration. A strategic game is all about making important choices, both in and outside combat, and reacting to what the enemy is planning. I have found that a sandbox works really well for this approach, as it allows the opposition to be active off screen. The players can seek them out and try to twart their strategic efforts, or they can pursue their own strategic goals. By having a lot of distance between the players and their foes, intel also becomes less reliable. If the enemy attacks a village, the players might not even hear of it until the fight is already over. As a DM you are not only thinking about how to challenge and entertain your players, but also about what the goals and motivations of the villains are. How can they best achieve their goals? [/QUOTE]
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