"In the midst of chaos, there is also opportunity." - Sun Tzu
Despite the many wars going on around the world today, warfare (as a concept) is much frowned upon these days. This hasn’t always been the case, and earlier societies regularly planned for war. Of course, hardly anyone wants to BE in a war (just ask the soldiers).
By a war, I mean a typical conventional armed conflict between independent polities such as kingdoms or dukedoms, not an internal police action or gang war (though these offer other opportunities).
Warfare is violent change, and in fantasy role-playing games this is often expressed as good vs. evil. Historically, wars tend to break deadlocks, turning historical trends one way or the other. As such, wars can make for compelling opportunities for adventure, for those in military service and those who aren’t. Here’s a few ideas to get you started.
Non-Military Opportunities
You don't have to be in actual military service to take advantage of some of these opportunities.- Ambassador: To another polity, trying to get them to enter the war on your side or not join the other side.
- Assassination: In human history assassination has rarely been used against leaders of another country. But that doesn’t have to be true in a fantasy world.
- Break Someone Out: This is rarely practical in the real world but with the boost of magic, and stealth, and unusual creatures, it might be fairly common in a fantasy world.
- Collect Rumors: Maybe not so different from what many adventurers do almost every day; but the war rumors they look for must be more reliable than something from the local tavern.
- Find New Allies: Given how powerful monsters can be in RPGs compared with a typical soldier, why wouldn’t countries make strong efforts to recruit monsters?
- Gather Information: Whether the local bigwig or an ordinary person. Keep in mind there are more effective means of coercion, in a magical world, than mere torture.
- Humanitarian: Rescuing displaced persons/refugees, for example. Or taking food supplies to people (or even troops) cut off from their homes.
- Sabotage: Destroying the enemy’s logistics, or infrastructure such as bridges, or their ships, may be common, especially with all the stealth inherent to RPGs.
- Spying: Not unique, but different in actual wartime. Among other things, spies are exchanged or imprisoned in peacetime, in wartime they are often killed.
In Military Service
- Generalship: Likely presumes higher level characters. Leading a large body of troops, even an army.
- Guerilla Warfare: Magic and fantastic creatures provide many more opportunities for both sides in guerilla war.
- Leading Troops: Adventurers may be natural leaders for military units. The responsibility to keep your troops alive will be different from the norm, for most adventurers.
- Scouting Behind Enemy Lines: Far more exciting in a magical setting.
- Serving as Soldiers: Only people new to adventuring are likely to be army “grunts.”
- War Missions: Guns of Navarone, Where Eagles Dare, Saving Private Ryan, Apocalypse Now, and lots of other war movies about special operations can have analogs in a fantasy world. Or wilder stuff like the often-comical Kelly's Heroes (going behind enemy lines to capture a gold hoard!).
Your Turn: How do you use war in your campaigns in the context of adventurers?