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<blockquote data-quote="Jack7" data-source="post: 4780271" data-attributes="member: 54707"><p>It is an interesting set of questions AM.</p><p></p><p>As for making them scared, not knowing the system, what I would suggest is either endangering those around them who are not Heroes (as opposed to military heroes), and/or endangering their powers and capabilities so that they become far more "mortal," and are therefore able to be harmed. It that way you can also directly endanger them.</p><p></p><p>Also endanger their entire unit through over-runs, ambush, German assaults that are unstoppable because of hopeless numbers and technology (superior tank and armored units, maneuvers, formations, etc), and by extension endanger their cause.</p><p></p><p>Your heroes should not necessarily be winning every battle and neither should their unit and Army. If they feel that the forces they fight for can really be defeated, regardless of what happens to them then they can have some incentive to fight harder as well as real fear of the loss of the war (or at least their part in it).</p><p></p><p>Depending on where exactly in Africa they will be serving and engaging the enemy you could have them split away form their main force and engage against human traffickers, bandits, small specialized units of German Forces (perhaps the Germans have a similar operational Team, a Nazi version of your team, or several smaller teams), against SS Squads (maybe sent to hunt for or protect special weapons, or deployed against civilians) and so forth. They don't necessarily have to just engage the Wehrmacht or the Tank Corps. They could fight Special Forces units who might have the ability to seriously harm or kill them or even to wipe out allies and compatriots.</p><p></p><p>They could also become engaged in POW or hostage rescue (maybe from a torture camp of a makeshift concentration camp), rescue operations from medical experimentation, and so forth and so on.</p><p></p><p>Certain Nazi units also had a proclivity for interest in the occult. Therefore occultic matters could engage your players either in a practical sense (German interest), or in a supernatural sense (a supernatural or demonic force).</p><p></p><p>Then the war, and specific battles, depending upon the area in which they were fought, might "uncover things." Things that would be of a definite threat to your players.</p><p></p><p>You also have issues like Intel and espionage operations, sabotage operations, and a whole host of unconventional operations that would prove threatening, dangerous, and potentially lethal if handled correctly.</p><p></p><p>How about exposure to toxic chemicals and experimental radioactive substances? Biological warfare?</p><p></p><p>How about special weapon projects that are not what they first appear to be?</p><p></p><p>And then you have the danger inherent in infiltration of your team or their superiors through a mole of double agent. A clever mole in a leadership position might endanger the team countless times over before it is understood (given the complexities of wartime operations) that the team is being intentionally sabotaged and exposed to needless danger.</p><p></p><p>Also imagine that one of the party members himself is the mole. I was DM in a campaign one time in which I took one of the players aside and asked if he wanted to play as an enemy agent. He did. So we worked together in secrete and seriously endangered and threatened the entire party on numerous occasions before some of the players figured out they were being betrayed from within. That was a great and very interesting campaign.</p><p></p><p>Anyway, my point is that if you really want to endanger, frighten, confuse, and even betray your players, it can be done with the right approach.</p><p></p><p>As for the moral choices, the way I do it in my game is usually in one of two ways. Create a situation in which the players must make a moral choice between the lesser of two evils, or create a situation in which the players must choose the greater of two goods, but they can never be really certain if they are making the correct choice.</p><p></p><p>But given that your setting is World War Two it shouldn't be too hard to interject plenty of interesting moral ambiguities and moral dilemmas into the campaign.</p><p></p><p>Good luck to ya.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4780271, member: 54707"] It is an interesting set of questions AM. As for making them scared, not knowing the system, what I would suggest is either endangering those around them who are not Heroes (as opposed to military heroes), and/or endangering their powers and capabilities so that they become far more "mortal," and are therefore able to be harmed. It that way you can also directly endanger them. Also endanger their entire unit through over-runs, ambush, German assaults that are unstoppable because of hopeless numbers and technology (superior tank and armored units, maneuvers, formations, etc), and by extension endanger their cause. Your heroes should not necessarily be winning every battle and neither should their unit and Army. If they feel that the forces they fight for can really be defeated, regardless of what happens to them then they can have some incentive to fight harder as well as real fear of the loss of the war (or at least their part in it). Depending on where exactly in Africa they will be serving and engaging the enemy you could have them split away form their main force and engage against human traffickers, bandits, small specialized units of German Forces (perhaps the Germans have a similar operational Team, a Nazi version of your team, or several smaller teams), against SS Squads (maybe sent to hunt for or protect special weapons, or deployed against civilians) and so forth. They don't necessarily have to just engage the Wehrmacht or the Tank Corps. They could fight Special Forces units who might have the ability to seriously harm or kill them or even to wipe out allies and compatriots. They could also become engaged in POW or hostage rescue (maybe from a torture camp of a makeshift concentration camp), rescue operations from medical experimentation, and so forth and so on. Certain Nazi units also had a proclivity for interest in the occult. Therefore occultic matters could engage your players either in a practical sense (German interest), or in a supernatural sense (a supernatural or demonic force). Then the war, and specific battles, depending upon the area in which they were fought, might "uncover things." Things that would be of a definite threat to your players. You also have issues like Intel and espionage operations, sabotage operations, and a whole host of unconventional operations that would prove threatening, dangerous, and potentially lethal if handled correctly. How about exposure to toxic chemicals and experimental radioactive substances? Biological warfare? How about special weapon projects that are not what they first appear to be? And then you have the danger inherent in infiltration of your team or their superiors through a mole of double agent. A clever mole in a leadership position might endanger the team countless times over before it is understood (given the complexities of wartime operations) that the team is being intentionally sabotaged and exposed to needless danger. Also imagine that one of the party members himself is the mole. I was DM in a campaign one time in which I took one of the players aside and asked if he wanted to play as an enemy agent. He did. So we worked together in secrete and seriously endangered and threatened the entire party on numerous occasions before some of the players figured out they were being betrayed from within. That was a great and very interesting campaign. Anyway, my point is that if you really want to endanger, frighten, confuse, and even betray your players, it can be done with the right approach. As for the moral choices, the way I do it in my game is usually in one of two ways. Create a situation in which the players must make a moral choice between the lesser of two evils, or create a situation in which the players must choose the greater of two goods, but they can never be really certain if they are making the correct choice. But given that your setting is World War Two it shouldn't be too hard to interject plenty of interesting moral ambiguities and moral dilemmas into the campaign. Good luck to ya. [/QUOTE]
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