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Seeking Input on a Large Encounter Management Plan
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<blockquote data-quote="Manbearcat" data-source="post: 6919391" data-attributes="member: 6696971"><p>[MENTION=8243]doghead[/MENTION] , here is a little bit more explanation:</p><p></p><p></p><p></p><p>Example:</p><p><strong></strong></p><p><strong>Pressed On All Sides</strong></p><p></p><p>When <em><strong>"so-and-so town leader in your game" is pressed hard in the thick of a swarm of enemies,</strong></em> roll +CHA: 10+ they plant their standard and hold 3. 7-9 They get off some words of encouragement and rally, hold 1. While their allies face the threat, spend hold, 1-for-1, to grant a friend or follower one of these tags:</p><p></p><p>Stuff like- </p><p></p><p><em>Fearless</em>: They stand fast and remain stable when they would otherwise hesitate, falter, or flee.</p><p><em>Relentless</em>: They shake off an enchantment or other debilitating effect.</p><p><em>Heroic</em>: An ally takes +1 to Defy Danger but can only get a 7-9 max.</p><p></p><p>So there is an example of a move of an NPC leader that the PCs can deploy. <em><strong>"so-and-so leader in your game" is pressed hard in the thick of a swarm of enemies</strong></em> is the fictional trigger. When/should that happen, any player can call it out and make that move.</p><p></p><p> </p><p></p><p>I'd have a sort of starting point grid set up for the mass battle with 6-9 "encounter zones" (the above has 6). Zones are good because they contain discrete information that you can convey to the players and tightly/coherently organize play. Create a key for each grid. Zone stuff can bleed into an adjacent zone (certainly as play snowballs), but having a siloed starting ground is helpful. Show the grid and key to the players so they distinctly understand what they're dealing with and can make informed moves based off the big picture.</p><p></p><p>Roughly flesh out the Front and Steading related threat/conflict info, the terrain, and what is at stake/the goals of each encounter zone. What does success earn the PCs? What is the fallout on the immediate combat (and the overall story) of failure? What happens without PC intervention?</p><p></p><p>This shouldn't be burdensome from a prep perspective. NPC info, relevant <em>tags </em>and terrain and a few sentences for context and ramifications.</p><p></p><p>PCs can move from "zone" to "zone" with Defy Danger.</p><p></p><p></p><p></p><p>Just like it sounds. The PCs have made their preparations along with the NPCs. What "zone" are they starting in (perhaps there is a preparation move that they make - mechanically much like a Spout Lore - where the PCs have worked up some fortifications or tactical maneuver)? The raiders are coming...soon to be upon them. </p><p></p><p></p><p></p><p>That is just Dungeon World 101!</p><p></p><p>I hope that all makes sense.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6919391, member: 6696971"] [MENTION=8243]doghead[/MENTION] , here is a little bit more explanation: Example: [B] Pressed On All Sides[/B] When [I][B]"so-and-so town leader in your game" is pressed hard in the thick of a swarm of enemies,[/B][/I] roll +CHA: 10+ they plant their standard and hold 3. 7-9 They get off some words of encouragement and rally, hold 1. While their allies face the threat, spend hold, 1-for-1, to grant a friend or follower one of these tags: Stuff like- [I]Fearless[/I]: They stand fast and remain stable when they would otherwise hesitate, falter, or flee. [I]Relentless[/I]: They shake off an enchantment or other debilitating effect. [I]Heroic[/I]: An ally takes +1 to Defy Danger but can only get a 7-9 max. So there is an example of a move of an NPC leader that the PCs can deploy. [I][B]"so-and-so leader in your game" is pressed hard in the thick of a swarm of enemies[/B][/I] is the fictional trigger. When/should that happen, any player can call it out and make that move. I'd have a sort of starting point grid set up for the mass battle with 6-9 "encounter zones" (the above has 6). Zones are good because they contain discrete information that you can convey to the players and tightly/coherently organize play. Create a key for each grid. Zone stuff can bleed into an adjacent zone (certainly as play snowballs), but having a siloed starting ground is helpful. Show the grid and key to the players so they distinctly understand what they're dealing with and can make informed moves based off the big picture. Roughly flesh out the Front and Steading related threat/conflict info, the terrain, and what is at stake/the goals of each encounter zone. What does success earn the PCs? What is the fallout on the immediate combat (and the overall story) of failure? What happens without PC intervention? This shouldn't be burdensome from a prep perspective. NPC info, relevant [I]tags [/I]and terrain and a few sentences for context and ramifications. PCs can move from "zone" to "zone" with Defy Danger. Just like it sounds. The PCs have made their preparations along with the NPCs. What "zone" are they starting in (perhaps there is a preparation move that they make - mechanically much like a Spout Lore - where the PCs have worked up some fortifications or tactical maneuver)? The raiders are coming...soon to be upon them. That is just Dungeon World 101! I hope that all makes sense. [/QUOTE]
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