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War! What is it Good For (in your campaigns)?
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<blockquote data-quote="Shadowdweller00" data-source="post: 8474066" data-attributes="member: 6778479"><p>The presence and function of war in games I run varies quite a bit. Most often it's either a set of background obstacles or a story arc - something that takes a few sessions before the plot moves onward. That said, it's pretty easy to adapt warfare into a set of concrete encounters and/or challenges for the PCs. I really don't care very much for mass combat rules....they seem pretty fiddly and ultimately arbitrary. I'd rather highlight the PCs' collective agency in deciding the course of a battle. So when war is the focus of a campaign or story arc I favor writing up a sort of battle plan, with "lynchpin" challenges that the PCs can find and tackle that will decide the course of said battle. For example:</p><p></p><p>The town of Aspengrove lies along a shallow promontory inside a bend of the Grey River. The mysterious warlord Bloodletter has been ravaging the area with his goblinoid army, though where specifically his army is and what their battle plans are is unknown. Unbeknownst to most, he is going to attack Aspengrove in four days time so as to secure a ford across the river. A day and a half's travel from Aspengrove lies the dwarven stronghold of Stonegirth, where allies might conceivably be found to assist in the battle. The PCs have the opportunity to scout out Bloodletter's army, intercept communications, or interrogate a goblinoid officer to learn where Bloodletter is going to attack. If they do not, Bloodletter's army crosses the Grey River south of town (via rafts) on the fourth night, then proceeds to attack the town. The Grey River isn't very wide but it's pretty fast. PCs could delay the fight by a day or two by noticing the crossing and destroying enough rafts. Once battle starts (presuming the PCs are still around the area for whatever reason) there are 3-4 lynchpin challenges that can save Aspengrove. One can allow the PCs to notice these challnges on their own initiative (potentially after a skill check), or introduce them in an episodic manner.</p><p></p><p>Challenge 1 - If Bloodletter is found and killed, his army will disintegrate. Bloodletter is a fair bit stronger than the PCs and surrounded by powerful bodyguards, but if the PCs can think of a clever way to draw him out and assassinate him then they win. Otherwise, the PCs will need to solve the other 3 challenges.</p><p></p><p>Challenge 2 - The goblin army vastly outnumbers the townsfolk. They will eventually outflank and slaughter the defenders if something isn't done. Most of the rank-and-file goblins would really prefer not to fight, but are kept in line out of fear of the army's officers. If a few officers are killed by the PCs, then enough goblins will run away to prevent outflanking. Alternately, some clever fortification ideas might solve this problem.</p><p></p><p>Challenge 3 - The town of Aspengrove is surround by.... a grove of aspen trees... that protects the townsfolk somewhat from arrows. At some point during the battle, the goblins will set the grove on fire with incendiary concoctions. If the grove is allowed to burn, the towns' defenders will be decimated by arrow fire. If the fires can be controlled, this will not happen.</p><p></p><p>Challenge 4 - Bloodletter has a cadre of goblin shamans that serve as artillery, using dark magic against the town from across the river. The shamans are pretty weak in combat (particular, when distracted by using their spells against the town) but are protected by a small contingent of burly hobgoblins with maybe a troll, or a couple ogres thrown in for good measure. If the bodyguard is slain, the shamans can be killed off before they cause too much damage.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 8474066, member: 6778479"] The presence and function of war in games I run varies quite a bit. Most often it's either a set of background obstacles or a story arc - something that takes a few sessions before the plot moves onward. That said, it's pretty easy to adapt warfare into a set of concrete encounters and/or challenges for the PCs. I really don't care very much for mass combat rules....they seem pretty fiddly and ultimately arbitrary. I'd rather highlight the PCs' collective agency in deciding the course of a battle. So when war is the focus of a campaign or story arc I favor writing up a sort of battle plan, with "lynchpin" challenges that the PCs can find and tackle that will decide the course of said battle. For example: The town of Aspengrove lies along a shallow promontory inside a bend of the Grey River. The mysterious warlord Bloodletter has been ravaging the area with his goblinoid army, though where specifically his army is and what their battle plans are is unknown. Unbeknownst to most, he is going to attack Aspengrove in four days time so as to secure a ford across the river. A day and a half's travel from Aspengrove lies the dwarven stronghold of Stonegirth, where allies might conceivably be found to assist in the battle. The PCs have the opportunity to scout out Bloodletter's army, intercept communications, or interrogate a goblinoid officer to learn where Bloodletter is going to attack. If they do not, Bloodletter's army crosses the Grey River south of town (via rafts) on the fourth night, then proceeds to attack the town. The Grey River isn't very wide but it's pretty fast. PCs could delay the fight by a day or two by noticing the crossing and destroying enough rafts. Once battle starts (presuming the PCs are still around the area for whatever reason) there are 3-4 lynchpin challenges that can save Aspengrove. One can allow the PCs to notice these challnges on their own initiative (potentially after a skill check), or introduce them in an episodic manner. Challenge 1 - If Bloodletter is found and killed, his army will disintegrate. Bloodletter is a fair bit stronger than the PCs and surrounded by powerful bodyguards, but if the PCs can think of a clever way to draw him out and assassinate him then they win. Otherwise, the PCs will need to solve the other 3 challenges. Challenge 2 - The goblin army vastly outnumbers the townsfolk. They will eventually outflank and slaughter the defenders if something isn't done. Most of the rank-and-file goblins would really prefer not to fight, but are kept in line out of fear of the army's officers. If a few officers are killed by the PCs, then enough goblins will run away to prevent outflanking. Alternately, some clever fortification ideas might solve this problem. Challenge 3 - The town of Aspengrove is surround by.... a grove of aspen trees... that protects the townsfolk somewhat from arrows. At some point during the battle, the goblins will set the grove on fire with incendiary concoctions. If the grove is allowed to burn, the towns' defenders will be decimated by arrow fire. If the fires can be controlled, this will not happen. Challenge 4 - Bloodletter has a cadre of goblin shamans that serve as artillery, using dark magic against the town from across the river. The shamans are pretty weak in combat (particular, when distracted by using their spells against the town) but are protected by a small contingent of burly hobgoblins with maybe a troll, or a couple ogres thrown in for good measure. If the bodyguard is slain, the shamans can be killed off before they cause too much damage. [/QUOTE]
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