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<blockquote data-quote="Dannyalcatraz" data-source="post: 5226991" data-attributes="member: 19675"><p>I get that, but my instinct is that to run those mass battles and other big scale scenarios, what is really needed is a <em>completely new game.</em> (Modeled on the underlying RPG, of course.)</p><p></p><p>Consider the differences between any Star Trek RPG, Star Fleet Battles (ship-to-ship combat in the <em>Star Trek</em> universe), and Federation & Empire (Fleet actions in the <em>Star Trek</em> universe). In each, you're playing in an environment that is tailored to model a certain set of assumptions, but you're operating at different levels of scale. But its all <em>Star Trek</em>.</p><p></p><p>I'm not sure that any RPG can do justice to anything beyond personal combat. Once you get to the scale of a mass battle, anything beyond a PC or major NPC is going to be reduced to a collection of stats little different from a unit in a wargame.</p><p></p><p>Now, it is perfectly possible to present rules that allow you to translate RPG PCs and major NPCs into wargame-like units, giving them the ability to affect morale, attack large areas and so forth, in analogs of the PCs' actual powers, which would work just fine for squad or company level engagements.</p><p></p><p>Beyond that, though? Perhaps an army led by a legendary leader (IOW, a high-level PC or NPC) would have a some special rules for it...like a +2 mod to certain kinds of combat situations, or the ability to ignore certain terrain effects. That kind of thing worked fine with the old computer wargame, <a href="http://en.wikipedia.org/wiki/Warlords_(game_series)" target="_blank">Warlords</a>* (at least, its original version).</p><p></p><p>But again, I really can't see a pure RPG doing justice to mass combats. At that scale, it simply ceases to be role-play in some way.</p><p></p><p>* Which reminds me...DAMN I wish there was a OS X version of Warlords out there- I loved that game!</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5226991, member: 19675"] I get that, but my instinct is that to run those mass battles and other big scale scenarios, what is really needed is a [I]completely new game.[/I] (Modeled on the underlying RPG, of course.) Consider the differences between any Star Trek RPG, Star Fleet Battles (ship-to-ship combat in the [I]Star Trek[/I] universe), and Federation & Empire (Fleet actions in the [I]Star Trek[/I] universe). In each, you're playing in an environment that is tailored to model a certain set of assumptions, but you're operating at different levels of scale. But its all [I]Star Trek[/I]. I'm not sure that any RPG can do justice to anything beyond personal combat. Once you get to the scale of a mass battle, anything beyond a PC or major NPC is going to be reduced to a collection of stats little different from a unit in a wargame. Now, it is perfectly possible to present rules that allow you to translate RPG PCs and major NPCs into wargame-like units, giving them the ability to affect morale, attack large areas and so forth, in analogs of the PCs' actual powers, which would work just fine for squad or company level engagements. Beyond that, though? Perhaps an army led by a legendary leader (IOW, a high-level PC or NPC) would have a some special rules for it...like a +2 mod to certain kinds of combat situations, or the ability to ignore certain terrain effects. That kind of thing worked fine with the old computer wargame, [URL="http://en.wikipedia.org/wiki/Warlords_(game_series)"]Warlords[/URL]* (at least, its original version). But again, I really can't see a pure RPG doing justice to mass combats. At that scale, it simply ceases to be role-play in some way. * Which reminds me...DAMN I wish there was a OS X version of Warlords out there- I loved that game! [/QUOTE]
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