War, What is it Good For? or Inserting a War into a Campaign

Jehosephat

First Post
A question here. How does one intertwine a campaign and war? If a specific region is in the middle of a conflict, how much effect would and should that have on the campaign? A game could theoretically be run set in a war torn region with little or no focus on the war itself, leaveing the PCs completely disinvolved. To do this, however, seems like you'd be missing out on some events that would really color the campaign and make it stand out. I was wondering if I could get some input on this subject, and advice on incorporating war into a campaign.
 

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How much impact do you want the war to have? Is it to be the focus of the campaign or just an element? Will the PC's be involved as soldiers, commanders, scouts, what?

If the PC's are low-level, their range of contribution may be limited--what can a 1st level ___ contribute?

If the PC's are not involved, why is that? Will press gangs try to "convince" them? Will rulers recruit them? Are they mercenaries? Are they targets of assassins?

Is the war near or far? Will PC's have to wade through/around battles to do "their thing"? Will supplies be scarce, having been sent off to the aid the war?

There are so many choices to be made...
 

I'll use the example of my current Greyhawk campaign, where the PCs have stumbled into the middle of a local war. The campaign is set in the kingdom of Keoland and started off using the first two modules from WotC's adventure path (The Sunless Citadel and The Forge of Fury) and from then onw as my own stuff. In short, the PCs inadvertently released an ancient vampire, who ended up in the Dreadwood Forest in the south of the kingdom. The vampire allied with a pre-existing kingdom of undead (which had thus far not been a problem for the sylvan elves) and persuaded them to launch attacks on the elves. The PCs ended up in the forest too, and are currently helping the elves.

This is not a typical war scenario since it is set in a very large (tens of thousands of square miles) forest which is inhabited by many others besides the two primary opposed groups - elves and undead. So rather than large massed military movements, the battles consist mainly of raids by either side (esp. the undead).

Over the last few sessions, the PCs have played a major role in the defence of an elven town against hundreds of undead, defended a refugee caravan (leaving the same town when it became evident it was about to be overrun) against ambushers, and are currently engaged in a diplomatic mission to the local orc tribes, which it seems the undead have obtained as allies. In the logn run, they also hope to be able to prevent the vampire from finding an ancient artifact which is believed to be in the forest. I'm trying to vary the role of the PCs in the war and so far it is working.

Hope that gives you a few ideas.
 

One also has to take into account the ramifications of existing entangling alliances between faction, religious orders, and nations. If the stage is set, you could end up with a veritable World War on your hands. If this would be the case, perhaps the PCs could be an existing group of renowned adventurers, and thus sought out by the leaders of the respective sides in the war, each hiring them to end the war (by peace or victory) through any means possible (cease-fire, assassination, etc.). This way, they may end up being approached by Side A, agreeing to work for them, and then be Approched by Side B, who also requests their help.. THus, they would be forced into a situation where they have to end the war, but in a way that is not overly favorable or detrimental to either side, or their 'employer' (either or [perhaps they were pressed into service]) would get miffed and squish them like insects.

Just an idea. ;)
 

Thank guys for all the input so far. I seen a lot of good ideas. Because of the nature of this war, and who the participants are, it's not going to be a quick war to resolve. The campaign is set in Greyhawk, and the principles are an exiled Duke fighting to regain his kingdom vs. a certain half-fiend (cambion) Demigod who shall remain nameless. I don't see the two ever coming to terms. Because the campaign starts out with the PCs at 1st level and the situation in the country, the PC's will doubtful have the power to bring this war to an end. Initially the characters will be neutral to the conflict, their main purpose to escort merchant caravans to cities within the country at war. These goods aren't for the war effort itself. Rather they are from merchants in a neighboring country. Nevertheless, because provisions are sometimes scarce, one side or the other might try to procure the goods in question. Likewise, travelling along certain roads the PCs may find themselves stopped and questioned by soldiers, or mistaken as soldiers and ambushed by the enemy.
 

I've been involving my players in the buildup of a war, and soon they will be plunged into the thick of it.

Background: Small, low-level party in the Silver Marches region (Forgotten Realms). As the game began (last December), the players learned that an orc horde is gathering in the North, under the banner of King Obould Many-Arrows. War is coming.

1. (January) They clear out and claim a small keep in the mountains overlooking a strategic mountain pass. In the process, they learn that the Orcs have allies in a nearby Dark Moon monastery.

2. (January) Party begins the process of fortifying and arming their new keep. They forge a relationship with the nearest human community (the town of Deadsnows).

3. (February) Party investigates nearby orc tribes and discovers an envoy of King Obould has been bribing local chieftains to join the horde. The Party is able to prevent two large tribes from allying with Obould. Unfortunately (and unbeknownst to them), they fail to prevent Obould's envoy from convincing a band of Trolls from joining the war against the Marches. This mistake will come back to haunt them, as the trolls will launch an attack on the very pass that the party's keep is guarding (March).

4. (Projected: February) With renovations complete, the party will undertake a diplomatic mission on behalf of Deadsnows. They will be sent to Silverymoon in order to petition the Silver Council to admit Deadsnows as a protectorate. If they succeed, they will be able to draw upon the martial resources of the region. If they fail, then they will essentially be on their own in the coming battle.

5. (Projected: March, weeks 1 & 2) The first two weeks of March will be occupied with preparations. They will be encouraged to tie up any loose ends (the Dark Moon Monks, the local Orc tribes, the trolls, etc.) in addition to shoring up their defenses (buying weapons, arming the locals, hiring mercenaries, etc).

6. (Projected: March, week 3) War begins with attacks throughout the southern Marches---incuding Deadsnows. Unfortunately, I can't provide much more detail as everything depends on the PC's actions over the next month.

Essentially, I'm playing the war in a completely fair manner. The actions of the players will have a direct and noticeable effect on the face of the war (in their area at least). If the party is lazy or careless, the horde will have many more allies to draw upon---and the region will suffer from lack of preparation.
 

Jehosephat said:
A game could theoretically be run set in a war torn region with little or no focus on the war itself, leaveing the PCs completely disinvolved. To do this, however, seems like you'd be missing out on some events that would really color the campaign and make it stand out.

I agree. I think it was Chekov who said something like, "If there's a gun hanging on the wall in the first act, it better be fired in the second act." If you're going to have the war in the background, it better come into the story directly at some point. Otherwise you are missing a great chance at plot development.

IMC, the PCs were much higher level when they each led a faction in the Frost Giant War. We played three separate battle scenes with somewhat improvised mass combat rules (mainly we just did d20 rules but posited that each figure represented 100 troops). It stands as one of the high points of the campaign.

I'd say the rules for intertwining the war with your campaign are pretty much the same as for any adventure: make the villains memorable, nasty, and multi-dimensional; make the locations thrilling; understand the players' wants and the characters' strengths and challenge them both accordingly; and never be afraid to say, "Roll for initiative."
 

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