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War! What is it Good For (in your campaigns)?
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<blockquote data-quote="Baldurs_Underdark" data-source="post: 8474034" data-attributes="member: 6880355"><p>Plenty examples of wars that took only a few days or a few hours.</p><ul> <li data-xf-list-type="ul">In medieval times, the Norman invasion of England was over after 1 battle, although I guess that was a little more complicated than I suggest here. [Edit: It was 3 months between initial landings on the coast and crowning as the new king]</li> <li data-xf-list-type="ul">In more recent times, the 6-day war was certainly shorter than most D&D campaigns.</li> </ul><p>What I guess I am saying is that not all wars need to be a war of attrition, which lasts a long time.</p><p></p><p>Wars form a possible background story: E.g. Tiamat cultists form an army, and they march on Waterdeep. It's interesting, because players can look at this from multiple angles: Why do they want to take Waterdeep? Can the army be sabotaged, delayed, infiltrated? Can Waterdeep's defenses be increased with some special items? Can allies be motivated to help? Lots of stuff to do for adventurers.</p><p></p><p>Personally, I would be very wary to let a group of adventurers act as soldiers/officers in an army, unless you make them the leaders of the army. They will NEVER listen to a general for more than 1 minute, and then immediately disobey a direct order. Only let PCs act as special forces that act independently from the army's hierarchy (and on their own motivation, not because they were ordered to do something).</p></blockquote><p></p>
[QUOTE="Baldurs_Underdark, post: 8474034, member: 6880355"] Plenty examples of wars that took only a few days or a few hours. [LIST] [*]In medieval times, the Norman invasion of England was over after 1 battle, although I guess that was a little more complicated than I suggest here. [Edit: It was 3 months between initial landings on the coast and crowning as the new king] [*]In more recent times, the 6-day war was certainly shorter than most D&D campaigns. [/LIST] What I guess I am saying is that not all wars need to be a war of attrition, which lasts a long time. Wars form a possible background story: E.g. Tiamat cultists form an army, and they march on Waterdeep. It's interesting, because players can look at this from multiple angles: Why do they want to take Waterdeep? Can the army be sabotaged, delayed, infiltrated? Can Waterdeep's defenses be increased with some special items? Can allies be motivated to help? Lots of stuff to do for adventurers. Personally, I would be very wary to let a group of adventurers act as soldiers/officers in an army, unless you make them the leaders of the army. They will NEVER listen to a general for more than 1 minute, and then immediately disobey a direct order. Only let PCs act as special forces that act independently from the army's hierarchy (and on their own motivation, not because they were ordered to do something). [/QUOTE]
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