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Running a battle...?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5357870" data-attributes="member: 20805"><p>My recommendation is along the lines of <strong>Quickleaf</strong>'s post.</p><p></p><p> design the war as a large scale skill challenge in which the PCs play the part of skirmishers trying to control key points or succeed at missions. You can have set-peice combat encounters at appropriate places.</p><p></p><p> In the War of the Burning Sky game, there is a massive battle between two armies. The PCs get the option of running some special manuevers such as sapper attacks against the enemy war machines, preparing the battlefield, etc. The main battle handed the PCs a section of the field to control in which they fought against lines of warriors.. then they had the option to try to get behind enemy lines and ambush the commander.</p><p></p><p> The key, IMHO, is to ensure that the players get a chance to make strategic decisions but leave the combat encounters at the tactical level. Also, have the PCs have a chance to use thier strengths.. if you have a Bard, then supporting the morale of home team is a good thing to do. Etc..</p><p></p><p> The 3.5 book 'Heroes of Battle' actually did a pretty decent job of laying out running a way as a 'dungeon'. I recommend skimming it for ideas.</p><p></p><p> Generally, anytime you have to build a sub-system the enjoyment of running it has to outweight play-testing and teaching how to play...</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5357870, member: 20805"] My recommendation is along the lines of [b]Quickleaf[/b]'s post. design the war as a large scale skill challenge in which the PCs play the part of skirmishers trying to control key points or succeed at missions. You can have set-peice combat encounters at appropriate places. In the War of the Burning Sky game, there is a massive battle between two armies. The PCs get the option of running some special manuevers such as sapper attacks against the enemy war machines, preparing the battlefield, etc. The main battle handed the PCs a section of the field to control in which they fought against lines of warriors.. then they had the option to try to get behind enemy lines and ambush the commander. The key, IMHO, is to ensure that the players get a chance to make strategic decisions but leave the combat encounters at the tactical level. Also, have the PCs have a chance to use thier strengths.. if you have a Bard, then supporting the morale of home team is a good thing to do. Etc.. The 3.5 book 'Heroes of Battle' actually did a pretty decent job of laying out running a way as a 'dungeon'. I recommend skimming it for ideas. Generally, anytime you have to build a sub-system the enjoyment of running it has to outweight play-testing and teaching how to play... [/QUOTE]
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