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<blockquote data-quote="Imaculata" data-source="post: 7176154" data-attributes="member: 6801286"><p>I think you are getting a lot of great advice here. First of all, victory should not be guaranteed, or there are no stakes. I really like the suggestion of <strong>ally-cards</strong>, and may use that for my own campaign. And I really like the idea of giving the players a mix of small fights (while the war is going on in the background) and minor objectives with difficult choices to make. </p><p></p><p>I also really like the example of the Dracolich. It is a perfect example of how a crucial decission on the part of the players could seriously affect the battle. The way I'm thinking of integrating these ideas into my own campaign, is by having such an event take ally cards away from the players (they lose a couple of allies by ignoring the Dracolich), or turning the cards over (the allies are temporarely unavailable).</p><p></p><p>What I think I'll do, is also create <strong>crisis-cards</strong>. I'll place some of these cards down on the map of the battle, to show where a situation is occuring that the players must either resolve or ignore. They can then choose to place one (or more) of their allies on that crisis, or go solve it themselves. The battlefield will be a large distant overview that shows all the strategic locations of the battle, and not a grid to place minis on.</p><p></p><p>I think it will be interesting for the players to be placed in the difficult position to choose how to commit their forces. It will also require the players to know the strengths and weaknesses of their allies, similar to Mass Effect's suicide mission. Who do you choose to do what?</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7176154, member: 6801286"] I think you are getting a lot of great advice here. First of all, victory should not be guaranteed, or there are no stakes. I really like the suggestion of [B]ally-cards[/B], and may use that for my own campaign. And I really like the idea of giving the players a mix of small fights (while the war is going on in the background) and minor objectives with difficult choices to make. I also really like the example of the Dracolich. It is a perfect example of how a crucial decission on the part of the players could seriously affect the battle. The way I'm thinking of integrating these ideas into my own campaign, is by having such an event take ally cards away from the players (they lose a couple of allies by ignoring the Dracolich), or turning the cards over (the allies are temporarely unavailable). What I think I'll do, is also create [B]crisis-cards[/B]. I'll place some of these cards down on the map of the battle, to show where a situation is occuring that the players must either resolve or ignore. They can then choose to place one (or more) of their allies on that crisis, or go solve it themselves. The battlefield will be a large distant overview that shows all the strategic locations of the battle, and not a grid to place minis on. I think it will be interesting for the players to be placed in the difficult position to choose how to commit their forces. It will also require the players to know the strengths and weaknesses of their allies, similar to Mass Effect's suicide mission. Who do you choose to do what? [/QUOTE]
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