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War in the 3.5ed Forgotten Realms
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<blockquote data-quote="Angelus789" data-source="post: 5279606" data-attributes="member: 89505"><p>Story time.... </p><p></p><p><strong>The background:</strong></p><p>I think the very first time I tried my hands at a campaign focused on war was in the old Mystara setting. At this time I was around 10 years old and had barely had a year of GMing under my belt. Still, I've been playing with the same group of friends during the entire time and knew about their motivations: become nobility!</p><p></p><p><strong>The plan</strong> </p><p>Having the players take the initiative for war was a thought that never struck our minds. Instead I knew that they were on friendly terms with the King of Alfheim. So what I ended up with was having the players be the Generals / Assassins of the elven army. The troops were unspecified ("You command around 1000 elves.") and the strategy simple: "The King wants you to invade this nearby country". With equally simple way of solving combat "Your army lay siege to the large capital, after 4 months they capitulate." </p><p></p><p><strong>The conclusion</strong></p><p>Truth be told, all the player had fun. They got to call themselves 'General' and ended up marrying various female relatives of the elven King. As a long time effect the elven kingdom became the undisputed ruler of the entire world and the players could just bully other people around as they saw fit.</p><p></p><p><strong>Lesson learned</strong></p><p>Working with the players by designing plots that take into account their motivation is always good, it will help to progress the story.</p><p>Overdoing a war is NEVER a good thing, unless you want the war to be a campaign ender.</p></blockquote><p></p>
[QUOTE="Angelus789, post: 5279606, member: 89505"] Story time.... [B]The background:[/B] I think the very first time I tried my hands at a campaign focused on war was in the old Mystara setting. At this time I was around 10 years old and had barely had a year of GMing under my belt. Still, I've been playing with the same group of friends during the entire time and knew about their motivations: become nobility! [B]The plan[/B] Having the players take the initiative for war was a thought that never struck our minds. Instead I knew that they were on friendly terms with the King of Alfheim. So what I ended up with was having the players be the Generals / Assassins of the elven army. The troops were unspecified ("You command around 1000 elves.") and the strategy simple: "The King wants you to invade this nearby country". With equally simple way of solving combat "Your army lay siege to the large capital, after 4 months they capitulate." [B]The conclusion[/B] Truth be told, all the player had fun. They got to call themselves 'General' and ended up marrying various female relatives of the elven King. As a long time effect the elven kingdom became the undisputed ruler of the entire world and the players could just bully other people around as they saw fit. [B]Lesson learned[/B] Working with the players by designing plots that take into account their motivation is always good, it will help to progress the story. Overdoing a war is NEVER a good thing, unless you want the war to be a campaign ender. [/QUOTE]
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