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Worlds of Design: The Ways of War
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<blockquote data-quote="Ovinomancer" data-source="post: 8200072" data-attributes="member: 16814"><p>I'm not very clear on what the actual point of this article is. It seems to be talking to what kind of warfare exists, presumably independent of the PCs, in the setting of the game you play. That's not a terribly interesting topic, though, as it doesn't really matter much to the setting if you have Rommel or Pickett as the exemplars of the setting armies. This is because most games aren't going to deal with this, or, if they do, they will focus on the PC's actions and not the decisions of the war at the larger scale.</p><p></p><p>Even when warbands might be present, this question isn't one of much use, at least as posed in the OP. Warband play is usually (as shown in the examples in this thread) tactical, not strategic. Real strategic depth of play requires a rather particular set of mechanics -- logistics, morale, maneuver, etc -- that aren't really part of any RPG I'm aware of (although one might exist). These usually only show up in detailed wargames -- SFB had some modules that allow this, and Axis and Allies has some elements, although there's no question where or what the fight is. </p><p></p><p>I'm not saying this duality, even so drastically simplified and magnified in as in the OP, isn't of any interest, but I'd much rather see an article that actually looks at implementations or advice for implementation of mechanics to address it rather than a "here's an idea I had, done."</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8200072, member: 16814"] I'm not very clear on what the actual point of this article is. It seems to be talking to what kind of warfare exists, presumably independent of the PCs, in the setting of the game you play. That's not a terribly interesting topic, though, as it doesn't really matter much to the setting if you have Rommel or Pickett as the exemplars of the setting armies. This is because most games aren't going to deal with this, or, if they do, they will focus on the PC's actions and not the decisions of the war at the larger scale. Even when warbands might be present, this question isn't one of much use, at least as posed in the OP. Warband play is usually (as shown in the examples in this thread) tactical, not strategic. Real strategic depth of play requires a rather particular set of mechanics -- logistics, morale, maneuver, etc -- that aren't really part of any RPG I'm aware of (although one might exist). These usually only show up in detailed wargames -- SFB had some modules that allow this, and Axis and Allies has some elements, although there's no question where or what the fight is. I'm not saying this duality, even so drastically simplified and magnified in as in the OP, isn't of any interest, but I'd much rather see an article that actually looks at implementations or advice for implementation of mechanics to address it rather than a "here's an idea I had, done." [/QUOTE]
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