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<blockquote data-quote="arwink" data-source="post: 1313883" data-attributes="member: 2292"><p>I think one of the keys of running a guerilla war style campaign is breaking the monotony - while there are a lot of different kinds of missions available in a war situation, they do tend to blur into one another if the only thing the PC's fight are Night Elves. Regardless of what you do with classes, an elf remains an elf. Look at the mission goals and make sure that setting and mindset have an influence on how and what the PC's fight. If they're raiding slave pits, put in sections where the Night Elf necromancers have been experimenting. If they're trying to break supply lines, make sure that there are guard animals and other weirdness to fight beyond a steady supply of Night Elf warriors. The PC's might take to the battlefield, only to discover that the night elves are sending forth an army of mutated slave races to destroy their opponents rather than doing the job themselves...</p><p></p><p>Give the night elves allies, with different movitations to the elven leadership. Demons or devils work well, because it not only gives you a wide range of sub-species and templates to use, but because extra-dimensional travellers can probably provide the Night Elves with a range of strange creatures as gifts. Heck, it's probably the only excuse you'll ever get to use some of the weirder creatures from the MM and have it make sense <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. This also means that the PC's have something to engage with beyond the elves decision to enslave the other races. Two different goals means there are schisms in the command structure the PC's can learn about and exploit. It means that one side may attempt to betray the other at a later date in the campaign, completely changing all the assumptions the players have made about their enemy (especially if the Night Elves are on the loosing side of a coup).</p><p> </p><p>It's discovered that night-elf agents may be among the human population, feeding the enemy information. Works best at lower levels if you want to use normal humans who have betrayed their race for personal gain, but night elf infiltrators with magic to mask their features could easily do the job at higher levels. Could make for an interesting RP based adventure, where the players ability to swing a sword is of little use.</p></blockquote><p></p>
[QUOTE="arwink, post: 1313883, member: 2292"] I think one of the keys of running a guerilla war style campaign is breaking the monotony - while there are a lot of different kinds of missions available in a war situation, they do tend to blur into one another if the only thing the PC's fight are Night Elves. Regardless of what you do with classes, an elf remains an elf. Look at the mission goals and make sure that setting and mindset have an influence on how and what the PC's fight. If they're raiding slave pits, put in sections where the Night Elf necromancers have been experimenting. If they're trying to break supply lines, make sure that there are guard animals and other weirdness to fight beyond a steady supply of Night Elf warriors. The PC's might take to the battlefield, only to discover that the night elves are sending forth an army of mutated slave races to destroy their opponents rather than doing the job themselves... Give the night elves allies, with different movitations to the elven leadership. Demons or devils work well, because it not only gives you a wide range of sub-species and templates to use, but because extra-dimensional travellers can probably provide the Night Elves with a range of strange creatures as gifts. Heck, it's probably the only excuse you'll ever get to use some of the weirder creatures from the MM and have it make sense :). This also means that the PC's have something to engage with beyond the elves decision to enslave the other races. Two different goals means there are schisms in the command structure the PC's can learn about and exploit. It means that one side may attempt to betray the other at a later date in the campaign, completely changing all the assumptions the players have made about their enemy (especially if the Night Elves are on the loosing side of a coup). It's discovered that night-elf agents may be among the human population, feeding the enemy information. Works best at lower levels if you want to use normal humans who have betrayed their race for personal gain, but night elf infiltrators with magic to mask their features could easily do the job at higher levels. Could make for an interesting RP based adventure, where the players ability to swing a sword is of little use. [/QUOTE]
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