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
The Art of the Chase - Getting players to engage
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="Jack7" data-source="post: 5044059" data-attributes="member: 54707"><p>A lot, in any tactical retreat is terrain and cover and order and enemy dispositions and movement and training and leadership.</p><p></p><p>In combat <em>anything and everything is potentially important, or exploitable, or advantage-less</em> depending upon the nature of your forces, and the nature of the forces you oppose.</p><p></p><p>I've seen tactical retreats turn into routes (for those retreating), and into death-traps (for those pursuing). (As a matter of fact I highly recommend field re-deployment and regrouping maneuvers which are practiced tactical retreats but which, upon signal, can turn and reform into envelopments and flankings - in this way if a retreat needs to be undertaken it can be executed in an orderly and effective fashion, if it need not continue then it can quickly transform into a counter-formational tactical advantage.) But much depends upon the involved parties. </p><p></p><p>But if it is for game purposes, then I suggest the following: devise different rules, or at least procedures, for different types of combat.</p><p></p><p>Most games tend to treat all combat as singular, and the same. In nature and execution.</p><p></p><p><em>Anyone who has ever been in a fight knows that isn't true at all.</em></p><p>And that's especially true in group combat.</p><p></p><p>I'll also suggest this. Back when the game was young and one supposedly had to "train-up" between levels, and undertake training from experts, I developed a form of "over-lap training." So that there was an in-game Cost and Benefit system, and a real Cost and Benefit system.</p><p></p><p>If a Fighter wanted to level up then his training consisted of whatever he had to do in-game. At the same time I suggested he read, or he could pick his own (within reason) book or text to read on warfare or combat. Such as Sun Tzu (<em>Art of War</em>) or <em>On War</em>, or so forth. Or he could get real training. Some of us used to box, and that counted, getting good instruction at boxing.</p><p></p><p>If a Cleric he would read something about the church or some theological or mythological text. If a Paladin he would read a book on religion, or maybe one on fighting, or monk-warriors. Or mounted combat.</p><p></p><p>If a Ranger he might read a book on tracking, or combat, pursuit, security, or investigations.</p><p></p><p>If a Wizard he might read a book on the history of magic, physics, chemistry, languages, or some special area of knowledge or skill he possessed.</p><p></p><p>If a Thief a book on camouflage, cover-identities, stealth, lock-picking, psychology, escape, etc.</p><p></p><p>These are of course only examples of what is possible.</p><p></p><p>Then whenever his in-game requirements were met and his real life "over-lap training" was completed, well, then he advanced in level. Usually at least a little wiser and more capable in more than one way.</p><p></p><p>Also, instead of in-game Manuals and Tomes I gave my players useful real-world books. After they read them then they would go up in strength or wisdom or intelligence, or increase in skill, whatever the case may be. I still use this system.</p><p></p><p>You'd be surprised how much you can learn in this way that's useful in both settings (Real World, and in-game). And the more you know the greater your range of options.</p><p></p><p>Not to mention that knowing is half the battle...</p></blockquote><p></p>
[QUOTE="Jack7, post: 5044059, member: 54707"] A lot, in any tactical retreat is terrain and cover and order and enemy dispositions and movement and training and leadership. In combat [I]anything and everything is potentially important, or exploitable, or advantage-less[/I] depending upon the nature of your forces, and the nature of the forces you oppose. I've seen tactical retreats turn into routes (for those retreating), and into death-traps (for those pursuing). (As a matter of fact I highly recommend field re-deployment and regrouping maneuvers which are practiced tactical retreats but which, upon signal, can turn and reform into envelopments and flankings - in this way if a retreat needs to be undertaken it can be executed in an orderly and effective fashion, if it need not continue then it can quickly transform into a counter-formational tactical advantage.) But much depends upon the involved parties. But if it is for game purposes, then I suggest the following: devise different rules, or at least procedures, for different types of combat. Most games tend to treat all combat as singular, and the same. In nature and execution. [I]Anyone who has ever been in a fight knows that isn't true at all.[/I] And that's especially true in group combat. I'll also suggest this. Back when the game was young and one supposedly had to "train-up" between levels, and undertake training from experts, I developed a form of "over-lap training." So that there was an in-game Cost and Benefit system, and a real Cost and Benefit system. If a Fighter wanted to level up then his training consisted of whatever he had to do in-game. At the same time I suggested he read, or he could pick his own (within reason) book or text to read on warfare or combat. Such as Sun Tzu ([I]Art of War[/I]) or [I]On War[/I], or so forth. Or he could get real training. Some of us used to box, and that counted, getting good instruction at boxing. If a Cleric he would read something about the church or some theological or mythological text. If a Paladin he would read a book on religion, or maybe one on fighting, or monk-warriors. Or mounted combat. If a Ranger he might read a book on tracking, or combat, pursuit, security, or investigations. If a Wizard he might read a book on the history of magic, physics, chemistry, languages, or some special area of knowledge or skill he possessed. If a Thief a book on camouflage, cover-identities, stealth, lock-picking, psychology, escape, etc. These are of course only examples of what is possible. Then whenever his in-game requirements were met and his real life "over-lap training" was completed, well, then he advanced in level. Usually at least a little wiser and more capable in more than one way. Also, instead of in-game Manuals and Tomes I gave my players useful real-world books. After they read them then they would go up in strength or wisdom or intelligence, or increase in skill, whatever the case may be. I still use this system. You'd be surprised how much you can learn in this way that's useful in both settings (Real World, and in-game). And the more you know the greater your range of options. Not to mention that knowing is half the battle... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Art of the Chase - Getting players to engage
Top