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New Campaign Idea: War!
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<blockquote data-quote="The Horror" data-source="post: 1890026" data-attributes="member: 26472"><p>Well, I've run Godlike before if that's any help. In that, players are soldiers in WWII operating within a very strict chain of command and often in control of squads of men.</p><p></p><p>The key behind a long term war game is to focus on the interpersonal relationships with other members of the squad, so that when individual members die things are all the more dramatic. Play up the downtime and recreation periods. Have some conflict within the group when people refuse to follow orders and so on.</p><p></p><p>Also, remember that even though the PCs may win small engagements, their side can still be losing the war overall. You can really drive home the pointlessness of war when they have to retreat from a position they have just lost half their squad capturing last game. </p><p></p><p>A good thing to do is send them deep into enemy territory on recoinnasance missions and such like. They can do those on their own without the rest of the squad, and carry out some sabotage missions while they are at it.</p><p></p><p>You also have to think carefully about how magic will influence the outcome of the war. Is intelligence gathered by scrying spells reliable? How easily can a wizard dish out damage on a battlefield? Can magical defences be broken down by battering rams in a relatively short time? Is the entire war going to become about wizard superiority? This adds in the entire possibility of a cold war wizard buildup before the conflict begins, with mass assasinations by covert teams (often of PCs) to eliminate opposing magic users.</p><p></p><p>Anyhow, hope this helps at least a little.</p><p></p><p></p><p></p><p>The Horror</p></blockquote><p></p>
[QUOTE="The Horror, post: 1890026, member: 26472"] Well, I've run Godlike before if that's any help. In that, players are soldiers in WWII operating within a very strict chain of command and often in control of squads of men. The key behind a long term war game is to focus on the interpersonal relationships with other members of the squad, so that when individual members die things are all the more dramatic. Play up the downtime and recreation periods. Have some conflict within the group when people refuse to follow orders and so on. Also, remember that even though the PCs may win small engagements, their side can still be losing the war overall. You can really drive home the pointlessness of war when they have to retreat from a position they have just lost half their squad capturing last game. A good thing to do is send them deep into enemy territory on recoinnasance missions and such like. They can do those on their own without the rest of the squad, and carry out some sabotage missions while they are at it. You also have to think carefully about how magic will influence the outcome of the war. Is intelligence gathered by scrying spells reliable? How easily can a wizard dish out damage on a battlefield? Can magical defences be broken down by battering rams in a relatively short time? Is the entire war going to become about wizard superiority? This adds in the entire possibility of a cold war wizard buildup before the conflict begins, with mass assasinations by covert teams (often of PCs) to eliminate opposing magic users. Anyhow, hope this helps at least a little. The Horror [/QUOTE]
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