Ancalagon
Dusty Dragon
Hello
I've been wondering if it's possible to do a campaign about a mercenary company - as opposed to a tiny band of sell-sword (ie a typical D&D party) operating independently, the PCs are part of a company of sorts, a unit with hundreds or more members, one that wins as much as by their wits as by their skill with the blade (nothing but pitched battles would be boring I think).
There has been a number of good books written wholly or in part about such units - The Black Company or the Mazalan Book of the Fallen are outstanding examples in the genre.
But I'm wondering... how to run such a campaign? The system matters - it has to be gritty, the PCs can't be all powerful. Perhaps warhammer frpg would do, or the GLOG. There might be powerful wizards in the world, but the wizards in the company help not by chucking fireballs but by fooling the foes with illusions, or using spirits to scout ahead. There has to be room (and a need) for the ordinary soldiers.
There are logistical challenges here, story and pacing issues. The PCs have to be given a chance to shine, to do things - perhaps they are advanced scouts? Assigned special jobs? - but at the same time they aren't the people in charge. I must admit I'm not 100% what is the best way to run such a campaign.
I've been wondering if it's possible to do a campaign about a mercenary company - as opposed to a tiny band of sell-sword (ie a typical D&D party) operating independently, the PCs are part of a company of sorts, a unit with hundreds or more members, one that wins as much as by their wits as by their skill with the blade (nothing but pitched battles would be boring I think).
There has been a number of good books written wholly or in part about such units - The Black Company or the Mazalan Book of the Fallen are outstanding examples in the genre.
But I'm wondering... how to run such a campaign? The system matters - it has to be gritty, the PCs can't be all powerful. Perhaps warhammer frpg would do, or the GLOG. There might be powerful wizards in the world, but the wizards in the company help not by chucking fireballs but by fooling the foes with illusions, or using spirits to scout ahead. There has to be room (and a need) for the ordinary soldiers.
There are logistical challenges here, story and pacing issues. The PCs have to be given a chance to shine, to do things - perhaps they are advanced scouts? Assigned special jobs? - but at the same time they aren't the people in charge. I must admit I'm not 100% what is the best way to run such a campaign.