Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Mercenaries
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Messageboard Golem" data-source="post: 2011407" data-attributes="member: 18387"><p>AEG's <em>Mercenaries</em> is a superb book which DMs or players can use to understand what mercenaries are, where they come from, how they operate, and why some of them do what they do -- fight for money.</p><p></p><p>The "fighter" class in most role-playing games is a character with no clearly defined role in society. A bard entertains, clerics and druids care for the spiritual and /or physical needs of those they care for, rangers are hunters and scouts, thieves are ... well ... thieves, and magic-users are either scholarly recluses or people who interact with the community for good or ill with their magical powers. Fighters just ... fight. When there is no battle brewing or adventure to go on, what do fighters DO? They either become trouble-making brawlers or else they get jobs. If they work at farming or some trade, they pick up experience as commoners or as experts (in 3rd edition D & D, anyway). If they become soldiers working for a noble or for a city or country, they are warriors who are burdened with the regular duties of a soldier: cleaning equipment, standing for inspection, pulling long night watches or boring garrison duty.</p><p></p><p>If a fighter wants to keep fighting even when not adventuring, then the mercenary career may beckon, and AEG's <em>Mercenaries</em> tells the whole story, from why someone would want to become a mercenary, to how to get a job (or how to hire mercenaries if you're on the other side of the coin), to what may await a mercenary in retirement.</p><p></p><p><em>Mercenaries</em> is, as far as I know, the ONLY book in the whole history of fantasy role playing gaming to be devoted entirely to mercenaries and their careers, so it is, of necessity, the best book there is on the subject, but the AEG writing team (Noah Dudley, Andrew Getting, Travis Heerman, etc.) didn't settle for second-rate writing -- they wrote as if they intend this book to <em>remain</em> the best even when other books on this subject are published.</p><p></p><p>I wasn't terribly impressed by the very first chapter on new races -- I think we have enough PC races already -- but it is well-written and well-illustrated. I personally thought this chapter was unnecessary; other GMs may love it and use some of the races. (The first race --the Aradan, rat-like vermin who can leap into battle with twin daggers! -- may especially appeal to some GMs; the drawing for it is certainly clever!)</p><p></p><p>Every other chapter in <em>Mercenaries</em> has something which almost any player or GM could put to good use. The book also helps to raise some serious questions which might arise when mercenaries are employed. What, for example, will a lawful good mercenary do if his company has been hired to fight for an evil cause? He has a contract; to break it would be unlawful and against his alignment; to stick to the contract may mean doing evil deeds for an evil cause, again going against his alignment. What does a lawful good ruler do when he needs an experienced army fast and the only troops available are a lawful evil mercenary company, who will follow their contract, but do who-knows-what in battle, and donate their pay to who-knows-what evil gods, but who WILL win whatever battle the lawful good ruler needs won? "Mercenaries" sums up the dilemma by returning often to the basic principle that a mercenary is someone who fights for money. If you take a job and are paid, you do the job, no matter what; if you need mercenaries, you hire the best fighters you can afford, regardless of their morals. AEG books excel at getting players and GMs into role-playing situations, and "Mercenaries" presents many examples of situations where role-play would be a lot better than just rolling dice.</p><p></p><p>The chapter on mercenary companies should provide inspiration for GMs who want to create a group of paid fighters into which to funnel those fighter PCs between dungeon crawls, and also inspiration for PCs who would like to form their own "official" mercenary companies (a requirement in order to bear arms in many lawful societies).</p><p></p><p>The chapters on "classes" and "prestige classes" are <em>not</em> a waste of space as so many added classes and "prestige classes" are in other gaming supplements. These classes are <em>actually useful!</em> I would suggest that a GM and a player mix and match information in order to find the perfect career plan for a PC, and <em>Mercenaries</em> provides all of the information needed for a PC to grow from raw recruit to trusted bodyguard, pillar of the community, royal (or racial) champion -- or dreaded assassin or warlord. Along the way are discussions of negotiation role playing (or, optionally, <em>roll</em> playing) to hire a mercenary (or get oneself hired as a mercenary).</p><p></p><p>Since there seems to be an unwritten rule that every book written for gaming <em>must</em> have a section on new spells and new magic items, <em>Mercenaries</em> complies. Among the noteworthy items are coral chainmail (yes, <em>coral!</em>) and a perfectly wicked variation on the old assassination favorite, the glass dagger, which, in this case, is more vicious than anything to which the Borgias, Colonna or Orsini ever had access. Useful spells include the illusion "Death Becomes Me," which enables the caster to swap appearances with a corpse, appearing as the corpse did when alive, and giving the dead fellow one's own appearance -- a handy spell for a recognizable caster trying to escape from a bloody battlefield shambles (or for an assassin trying to trade places with a sentry!). "Steal Poison," a specialized second level Assassin spell, is so simply obvious that one wonders where it's been all these years (in someone's house rules, no doubt!) -- it allows an Assassin to transfer a poison to a blade from some other location (in a hidden vial for example); this allows the Assassin to approach a victim with a normal, uncoated weapon and then coat it with a lethal venom for some dirty work; it's a great spell for the Assassin who doesn't walk around with a "Hitman for Hire" sign around his neck, as some PC's do, and it also illustrates that the business of mercenaris is <em>war,</em> and that sometimes in war it is easier, more cost effective, and even more overwhelmingly intimidating, to kill one enemy than an army of them. Other spells are not as inventive, and have the whiff of "space filler" about them, but I suppose that some players and DMs need to have even perfectly obvious spell variants shoved in their faces before they'll think to use them.</p><p></p><p>One of the ironies of military history is that during the heyday of the "great companies" of mercenaries in late Medieval and early Renaissance Italy, many of the great companies rarely FOUGHT at all! They would often be hired, go to a battlefield, check out the deployment of the enemy company, skirmish very briefly, and then decide on the basis of tactical probablities and the reputations of the two captains and their companies who the likely winner of the battle would be, shake hands and have a good meal, freely spending their pay, and then announce to their employers who "won" the "battle" which they didn't fight! AEG's <em>Mercenaries</em> can help you to create mercenary companies with such extraordinary reputations that they can win battles simply by showing up. The path to that level may be long and hard, though, and <em>Mercenaries</em> can help you to create "guerillas," "legionnaires," "scouts" and such who will fight their way to legendary status.</p><p></p><p>I strongly recommend <em>Mercenaries</em> with AEG's <em>War</em> (ISBN 1887953450) as a companion volume. Together they can take a fight-oriented campaign to whole new levels. GMs ESPECIALLY should have copies so that they can give some form and substance to the NPCs the characters face, making them into something other than just evil cannon fodder. What does a PC Paladin do when he captures a lawful good mercenary who is fighting for an evil cause? Slay him or hold him captive -- which might not be easy in the midst of a battle? What does a hungry PC do when there is no money left and the only options are stealing or joining a mercenary company which may fight for an evil cause? Decisions! Decisions! <em>Mercenaries</em> can help you to decide.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2011407, member: 18387"] AEG's [i]Mercenaries[/i] is a superb book which DMs or players can use to understand what mercenaries are, where they come from, how they operate, and why some of them do what they do -- fight for money. The "fighter" class in most role-playing games is a character with no clearly defined role in society. A bard entertains, clerics and druids care for the spiritual and /or physical needs of those they care for, rangers are hunters and scouts, thieves are ... well ... thieves, and magic-users are either scholarly recluses or people who interact with the community for good or ill with their magical powers. Fighters just ... fight. When there is no battle brewing or adventure to go on, what do fighters DO? They either become trouble-making brawlers or else they get jobs. If they work at farming or some trade, they pick up experience as commoners or as experts (in 3rd edition D & D, anyway). If they become soldiers working for a noble or for a city or country, they are warriors who are burdened with the regular duties of a soldier: cleaning equipment, standing for inspection, pulling long night watches or boring garrison duty. If a fighter wants to keep fighting even when not adventuring, then the mercenary career may beckon, and AEG's [i]Mercenaries[/i] tells the whole story, from why someone would want to become a mercenary, to how to get a job (or how to hire mercenaries if you're on the other side of the coin), to what may await a mercenary in retirement. [i]Mercenaries[/i] is, as far as I know, the ONLY book in the whole history of fantasy role playing gaming to be devoted entirely to mercenaries and their careers, so it is, of necessity, the best book there is on the subject, but the AEG writing team (Noah Dudley, Andrew Getting, Travis Heerman, etc.) didn't settle for second-rate writing -- they wrote as if they intend this book to [i]remain[/i] the best even when other books on this subject are published. I wasn't terribly impressed by the very first chapter on new races -- I think we have enough PC races already -- but it is well-written and well-illustrated. I personally thought this chapter was unnecessary; other GMs may love it and use some of the races. (The first race --the Aradan, rat-like vermin who can leap into battle with twin daggers! -- may especially appeal to some GMs; the drawing for it is certainly clever!) Every other chapter in [i]Mercenaries[/i] has something which almost any player or GM could put to good use. The book also helps to raise some serious questions which might arise when mercenaries are employed. What, for example, will a lawful good mercenary do if his company has been hired to fight for an evil cause? He has a contract; to break it would be unlawful and against his alignment; to stick to the contract may mean doing evil deeds for an evil cause, again going against his alignment. What does a lawful good ruler do when he needs an experienced army fast and the only troops available are a lawful evil mercenary company, who will follow their contract, but do who-knows-what in battle, and donate their pay to who-knows-what evil gods, but who WILL win whatever battle the lawful good ruler needs won? "Mercenaries" sums up the dilemma by returning often to the basic principle that a mercenary is someone who fights for money. If you take a job and are paid, you do the job, no matter what; if you need mercenaries, you hire the best fighters you can afford, regardless of their morals. AEG books excel at getting players and GMs into role-playing situations, and "Mercenaries" presents many examples of situations where role-play would be a lot better than just rolling dice. The chapter on mercenary companies should provide inspiration for GMs who want to create a group of paid fighters into which to funnel those fighter PCs between dungeon crawls, and also inspiration for PCs who would like to form their own "official" mercenary companies (a requirement in order to bear arms in many lawful societies). The chapters on "classes" and "prestige classes" are [i]not[/i] a waste of space as so many added classes and "prestige classes" are in other gaming supplements. These classes are [i]actually useful![/i] I would suggest that a GM and a player mix and match information in order to find the perfect career plan for a PC, and [i]Mercenaries[/i] provides all of the information needed for a PC to grow from raw recruit to trusted bodyguard, pillar of the community, royal (or racial) champion -- or dreaded assassin or warlord. Along the way are discussions of negotiation role playing (or, optionally, [i]roll[/i] playing) to hire a mercenary (or get oneself hired as a mercenary). Since there seems to be an unwritten rule that every book written for gaming [i]must[/i] have a section on new spells and new magic items, [i]Mercenaries[/i] complies. Among the noteworthy items are coral chainmail (yes, [i]coral![/i]) and a perfectly wicked variation on the old assassination favorite, the glass dagger, which, in this case, is more vicious than anything to which the Borgias, Colonna or Orsini ever had access. Useful spells include the illusion "Death Becomes Me," which enables the caster to swap appearances with a corpse, appearing as the corpse did when alive, and giving the dead fellow one's own appearance -- a handy spell for a recognizable caster trying to escape from a bloody battlefield shambles (or for an assassin trying to trade places with a sentry!). "Steal Poison," a specialized second level Assassin spell, is so simply obvious that one wonders where it's been all these years (in someone's house rules, no doubt!) -- it allows an Assassin to transfer a poison to a blade from some other location (in a hidden vial for example); this allows the Assassin to approach a victim with a normal, uncoated weapon and then coat it with a lethal venom for some dirty work; it's a great spell for the Assassin who doesn't walk around with a "Hitman for Hire" sign around his neck, as some PC's do, and it also illustrates that the business of mercenaris is [i]war,[/i] and that sometimes in war it is easier, more cost effective, and even more overwhelmingly intimidating, to kill one enemy than an army of them. Other spells are not as inventive, and have the whiff of "space filler" about them, but I suppose that some players and DMs need to have even perfectly obvious spell variants shoved in their faces before they'll think to use them. One of the ironies of military history is that during the heyday of the "great companies" of mercenaries in late Medieval and early Renaissance Italy, many of the great companies rarely FOUGHT at all! They would often be hired, go to a battlefield, check out the deployment of the enemy company, skirmish very briefly, and then decide on the basis of tactical probablities and the reputations of the two captains and their companies who the likely winner of the battle would be, shake hands and have a good meal, freely spending their pay, and then announce to their employers who "won" the "battle" which they didn't fight! AEG's [i]Mercenaries[/i] can help you to create mercenary companies with such extraordinary reputations that they can win battles simply by showing up. The path to that level may be long and hard, though, and [i]Mercenaries[/i] can help you to create "guerillas," "legionnaires," "scouts" and such who will fight their way to legendary status. I strongly recommend [i]Mercenaries[/i] with AEG's [i]War[/i] (ISBN 1887953450) as a companion volume. Together they can take a fight-oriented campaign to whole new levels. GMs ESPECIALLY should have copies so that they can give some form and substance to the NPCs the characters face, making them into something other than just evil cannon fodder. What does a PC Paladin do when he captures a lawful good mercenary who is fighting for an evil cause? Slay him or hold him captive -- which might not be easy in the midst of a battle? What does a hungry PC do when there is no money left and the only options are stealing or joining a mercenary company which may fight for an evil cause? Decisions! Decisions! [i]Mercenaries[/i] can help you to decide. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Mercenaries
Top