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<blockquote data-quote="CharlesRyan" data-source="post: 4660632" data-attributes="member: 5265"><p>Not too long ago I ran a battle basically using the Victory Point system set out <em>Heroes of Battle</em>, with a few modifications.</p><p></p><p>First, the characters were in a position to plan battle strategy. Thus, the strategy they devised helped define the encounters within the battle that would let them accumulate Victory Points.</p><p></p><p>Second, per the <em>HoB</em> system, I defined several (I think four) potential outcomes and assigned VP values to them. But then I wrote them down, sealed them into four envelopes, and wrote the VP values prominently on them. I placed the envelopes where the players could see them, then kept a running tally of VPs earned on a chalkboard where the players could see it.</p><p></p><p>The players didn't know how many encounters they had to go or how many VPs any given encounter would be worth, but they could see where they were and where they wanted to be, VP-wise. This created a terrific atmosphere of tension throughout the battle.</p><p></p><p>In some cases, as the Jester also said, the heroes' encounter represented a much larger fight. The outcome for the hoards of peasants manning the battlement mirrored the outcome for the players on the corner tower. But this was really an issue of narrative flavour; the real outcome hinged on the VP accumulation.</p><p></p><p>I was really happy with how this worked out, and I'll use this system again.</p></blockquote><p></p>
[QUOTE="CharlesRyan, post: 4660632, member: 5265"] Not too long ago I ran a battle basically using the Victory Point system set out [I]Heroes of Battle[/I], with a few modifications. First, the characters were in a position to plan battle strategy. Thus, the strategy they devised helped define the encounters within the battle that would let them accumulate Victory Points. Second, per the [I]HoB[/I] system, I defined several (I think four) potential outcomes and assigned VP values to them. But then I wrote them down, sealed them into four envelopes, and wrote the VP values prominently on them. I placed the envelopes where the players could see them, then kept a running tally of VPs earned on a chalkboard where the players could see it. The players didn't know how many encounters they had to go or how many VPs any given encounter would be worth, but they could see where they were and where they wanted to be, VP-wise. This created a terrific atmosphere of tension throughout the battle. In some cases, as the Jester also said, the heroes' encounter represented a much larger fight. The outcome for the hoards of peasants manning the battlement mirrored the outcome for the players on the corner tower. But this was really an issue of narrative flavour; the real outcome hinged on the VP accumulation. I was really happy with how this worked out, and I'll use this system again. [/QUOTE]
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