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WAR! huh! what is it good for?
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<blockquote data-quote="TheAuldGrump" data-source="post: 5708945" data-attributes="member: 6957"><p>Another direction that can be taken, in an exploration/exploitation style game, is the effect that wars among the parent nations have upon their far flung colonies.</p><p></p><p>I just finished up on a setting based on the French & Indian War a few months back - a nine year conflict that is considered part of the Seven Years War.</p><p></p><p>Part of the fun was the lack of high level NPCs - the higher ranking officers being busy with matters in the parent territories. </p><p></p><p>Heartbreaking errors of judgement - the humans and dwarfs (Brits and mercs from the Germanies) managing to offend their allied orc tribes while the elves (French) solidified their own ties. Fiscal miscalculation all around.</p><p></p><p>And some very early cases of what is now known as Post Traumatic Shock Disorder. (Fought all through this wilderness in '59... still fancy I see shadows movin', time after time, still fancy I see shadows moving time after time.... If it doesn't make you happy, well it leaves you numb, best cure for the shadows is a bottle o' rum, only cure for shadows is a bottle of rum.) </p><p></p><p>Orcs or elves, for Regulars and for the milishy, would be a terror - rangers shooting from the shadows, then moving on before you can spot them, only to return, hours later.</p><p></p><p>Regulars being deployed in terrain that they have no training for. Milishy with no training at all. Against natives that were raised knowing how to fight in that same terrain.</p><p></p><p>Roads are that are unreliable, with a limited canal network being the backbone of commerce.</p><p></p><p>The fact that you have no idea which of the natives are your allies and which are either enemies or opportunists.</p><p></p><p>Poor supplies and lack of standardization for the militia on one side, an overabundance of unnecessary encumberage for the Regulars upon the other. (Five uniforms? In the field? <em>Why?</em>)</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 5708945, member: 6957"] Another direction that can be taken, in an exploration/exploitation style game, is the effect that wars among the parent nations have upon their far flung colonies. I just finished up on a setting based on the French & Indian War a few months back - a nine year conflict that is considered part of the Seven Years War. Part of the fun was the lack of high level NPCs - the higher ranking officers being busy with matters in the parent territories. Heartbreaking errors of judgement - the humans and dwarfs (Brits and mercs from the Germanies) managing to offend their allied orc tribes while the elves (French) solidified their own ties. Fiscal miscalculation all around. And some very early cases of what is now known as Post Traumatic Shock Disorder. (Fought all through this wilderness in '59... still fancy I see shadows movin', time after time, still fancy I see shadows moving time after time.... If it doesn't make you happy, well it leaves you numb, best cure for the shadows is a bottle o' rum, only cure for shadows is a bottle of rum.) Orcs or elves, for Regulars and for the milishy, would be a terror - rangers shooting from the shadows, then moving on before you can spot them, only to return, hours later. Regulars being deployed in terrain that they have no training for. Milishy with no training at all. Against natives that were raised knowing how to fight in that same terrain. Roads are that are unreliable, with a limited canal network being the backbone of commerce. The fact that you have no idea which of the natives are your allies and which are either enemies or opportunists. Poor supplies and lack of standardization for the militia on one side, an overabundance of unnecessary encumberage for the Regulars upon the other. (Five uniforms? In the field? [i]Why?[/i]) The Auld Grump [/QUOTE]
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