D&D Homebrew – Part 2 launch

”Any sight or word of them?”

“No, governor,” the chief scout said.

Governor Erin de Vin had recently shorn her red hair to prepare herself for the fight to come. They needed every edge they could get. There wouldn’t be room for mistakes. She was annoyed she kept thinking of how her mother used to braid it. That was a long time ago now. And in a distant land.

She was standing in the new gate tower looking towards the forest fully armored. It smelled of fresh sap. A yellow piece of cloth was blowing gently in the breeze from the sea from a branch at the edge of the forest. There was noise of chopping and digging from the work parties.

“And the elves?”

“I sent ambassador Faenar to parlay with them, but they aren’t telling him much. He is only half elf,” Oaktender said. His eyes narrowed.

“You don’t trust them?”

The halfling, long worn by weather and sorrow, shrugged.

“I think we can trust that the hobgoblins are their mortal enemies. But even I can’t sneak very close to the elves, and I only understand a bit of their hand signals anyway. They are weary of us, for sure. Like we are of them,” he said.

The governor sighed.

“Wouldn’t you be?” she then said.

Then she was silent a while, looking at the Royal Engineers and settlers working hard on their defenses. Thinking. Planning.

“The hobgoblins?”

“Still camped. But growing stronger.” The halfling spat with a practiced show of disdain. The glob of phlegm sailed over the edge of the tower.
“Whitefeather counted two ettins and at least four dozen goblins, who were new arrivals, some of them riding giant spiders. But we can’t see what their sorcerers are doing. They have obscured their camp with some kind of magical fog.”

“How do you view our chances?” The governor looked the halfling straight in the eye – don’t sugarcoat it.

“Our morale is low after the troll attack. Most have recovered physically, but many are brittle beneath. Tulh and his men will give them pause, but he will run out spells long before our enemies run out hot bodies to throw at us, and he will be an obvious target – and hard to protect. Bakhta the Bearded is a good fighter, I think, beneath his bravado, and he is cunning, but his team is too small and too inexperienced. Without Jarn and his crew, we lack striking power, and we will at a minimum face crippling casualties. It is likely we would have to abandon the settlement, if any of us survive. Even if they return in time, the odds aren’t great,” the halfling said, reporting like he used to do with his superiors in the military, and not to someone who had come to be a friend and comrade over the past three years.

They could both hear measured footsteps from below the tower and then the sound of someone climbing. The thin face of Tulh Dweomereye came through the hatch, and he proceeded to climb deftly up next to them, retaining most of his dignity. He wore his dark blue robes today. The ones with the embroidered fire elementals on the sleeves.

“You have news?” the governor said. Her words came out a little too quickly.

“Indeed,” said the wizard with a thin smile.

“Did they succeed? Are they on their way?”

“It appears that they have succeeded, yes, yet again. I wonder when their luck runs out? In any case, they are bringing back our people and will be here in a few days. It sounds like they will have quite a story to tell. Let’s hope we will get to hear it, at some point.”

“Thank the Mother!” The governor gripped the battlement hard with both hands and smiled fiercely.

“But there have been losses, I understand,” Dweomereye said. “It appears Claire didn’t make it.”

Oaktender sighed deeply and looked down, mumbling a prayer. Then he took a deep breath and drew himself up.

“I shall go spread the word. This will bring back some spirit.” He forced a thin smile. “Then I will go give the bad news to Whitefeather,” the halfling said.

“At least, now we have a fighting chance,” Erin de Vin said and looked to the vast forest beyond the clearing again. What kind of strength would the enemy assail her with? What did the elves come to offer? She cast her doubts aside, grinning inwardly. Whatever else happened, the hobgoblins and their damned giant allies would get a big kick in the teeth.

 

 

Books that Inspired my Campaigns – Part II

Song of Ice and Fire

This series made me step out of the traditional mold when it came to world-design. Before I read the first novels of the series, my campaign worlds had been pretty standard “European” or it had been Earthdawn (which as a game itself also inspired me a lot). Westeros was not what I found most inspiring, but the decadent and old lands of the east are very cool with places such as Astapor and Mereen. I made a campaign called the Far Seas, a maritime campaign with a lot of islands, where I put in big Jade pyramids, nomadic Halfling armadas, lost gods, fantastic cities with ancient monuments and strange magical effects. Looking at many published campaigns today, Far Seas isn’t exceptional, but it was a good step for me, and it was so popular that when I moved to another town, a frieSOIFnd of mine ran a campaign in that world. That is a pretty big compliment.

“Aggo was back next. The southwest was barren and burnt, he swore. He had found the ruins of two more cities, smaller than Vaes Tolorro but otherwise the same. One was warded by a ring of skills mounted on iron spears, so he dared not enter, but he had explored the second one as long as he could. He showed Dany an iron bracelet he had found, set with uncut fire opal the size of her thumb.”
– A Song of Ice and Fire

 

Dark Souls

The fantastic video game Dark Souls is a masterpiece of game design. I’m intensely inspired by the level design. The way the world seamlessly flows together and slowly reveals new secrets and connections has to be experienced. The story of the world, its mythos, and the NPC’s stories and motives are extremely opaque and are only revealed by examining all objects and if certain specific steps are taken in the right order. And in Dark Souls outcomes and decisions are permanent, so if you attacked that NPC or he died in a battle, you will have to start a new game to try a different path. This is an exploration element that I really like as well, and is an approach I’m attempting in my current D&D campaign.

Watch the show ‘Extra Play’ on Youtube play and deconstruct Dark Souls game design.

They way that you avatar’s experience mirrors your experience as a player is masterful design. The setup of many of the monster encounters is also very interesting and can easily be used in D&D.

Dark Souls II has less interesting level design (it is still great), but it is also visually very inspiring for my current campaign.

When it comes to video role-playing games, it is – in my experience – when it comes to mechanics and exploration the closest you can come to a pen & paper game. The reason is that you can approach enemies and problems in many ways, which is close to your experience in a pen & paper game.

dark-souls
Approaching the Red Drake. The staircase on the right is a wise move.

 

For my current D&D campaign I’ve not fully taken the plunge into making my own version of a coherent world where the campaign basically all takes within a dungeon. I’ve more tried to let myself be inspired by the design philosophy behind it. If I were to go all the way, D&D would not necessarily be a great system, as many of the spells would need to be modified. But any system would probably need to be modified, in order for the system to emphasize the way the world and campaign should work.

 Playing at the World
This book is about the history of D&D and the games that led to this revolution. It led me deeper into the ideas in the original D&D and made me want to go back to basics – although without going back to some of the OD&D versions of the game, as I have a preference for the smooth mechanics of 5th edition. It is a massive book (600+ pages), and you will learn something you didn’t know.

playing at the worldOne thing that I’ve taken directly to heart in both my home brew campaign and in our Temple of Elemental Evil game is that D&D originally had three core aspects: combat, exploration and logistics. Exploration is of course a cornerstone of my new homebrew. The last part I also find very interesting. I think it is quite apparent that among my players there are different preferences for these elements. Logistics is about how much ammunition to bring, what spells to select and dividing treasure. I have previously skipped this somewhat, but I will try to have it as a more intentional element, for example by using the construction rules from Pathfinder Ultimate Campaign.

It led me to buy many vintage modules online, and there are some great ideas in them as well.

“Into the dramatic structure of Dungeons & Dragons, the mode of logistics injects some much needed banality: after the suspense of exploring and the adrenaline of bloodshed, the chore of logistics, even when they border on tedium, serve as an important counterweight to adventures.” (In Playing at the World, by Jon Peterson)

The Scramble for Africa

Africa is a vast and extremely varied continent, and both its nature and

scramble for africa
Amazon naturally has all the books: if you’re interested

history is an inspiration to me. Recently I read this history of how the European Powers explored and carved up between them the many independent kingdoms and more or less inhabited wilderness of Africa. The exploration element is as always interesting to me – the hardship in traversing deep jungle and the couple of years that Stanley spent traversing the continent East to West. The brutality of the conflicts and of the rule of some of the African kings can also be used in D&D, as can the power play between the nations trying to grab as much land as possible.

“Stanley looked at the majestic brown river flowing past the tall square houses and the baobab trees. Its calmness seemed to him a kind of hypocrisy. It had robbed him of so many of his best men, including Frank Pocock, the last survivor of his three white companions. Even now Stanley felt the hollowness of his triumph. He had sailed from Zanzibar with more than 250 men, women and children. Only 108 would now return safely to their homes.”
The Scramble for Africa, Stanley arrives at the west coast of Africa

The Italian Renaissance

Italy, before it became a nation and was a collection of city states, is so full of intrigue, war and conflict that period has near limitless potential for inspiration for almost any role-playing game – but for Warhammer Fantasy Role-play in particular. As there is so much surviving art and written works from the region and period, there is a lot of potential reading to do. I just needed an overview before a visit to Florence, and I picked up The Italian Renaissance. It deals with both a few central topics such as Women and Princes and the State, and has a chapter on each of the major city-states, and for someone growing up in a modern democracy; I find it helpful to be reminded of the attitudes, government structures and social structures of other people and other times. It can add some memorable tweaks to your NPCs and campaign setting.

IMG_0386
Monument to the most feared mercenary genral in Italy John Hawkwood (Fading Suns, anyone?), who fought for Florence

“On this knowledge the Council acted swiftly and silently, for no public trials enlivened the Venetian scene, and there were no appeals. Once found guilty, the prisoner was sometimes quickly and efficiently strangled in the dungeons or thrown into a part of the lagoon reserved for the purpose, where no fishing was allowed; or hanged by one leg from the pillars of the Doge’s Palace; or quartered and distributed about the city; or buried upside down in the Pazetta, legs protruding; or beheaded – as a public spectacle – between the great pillars on which stand Saint Theodore, with his crocodile and the winged lion of Saint Mark.”
– The Italian Renaissance, on how its Council of Ten kept power through its intelligence system.

 

Dresden Files

The Dresden Files didn’t make it to the top-10 list, but I include it as an honourable mention, as I think it can teach you a thing or two when it comes to upping the stakes and making the stories more action packed.  The Dresden Files demonstrates that you can always kick it up a notch!7bcd5b3f4e4c8b81976032eb67030845

Books that inspired my campaigns (part 1)

My friend, and sometimes Game Master, Johannes, described some of the books that inspire him as a GM on his blog Sort Forsyning top 13 books (it’s in Danish). That in turn inspired me to share some of the books that I find are great inspiration for role-playing games. I think it will be a (current) top ten. I hope you get inspired too!

Malazan Book of the Fallen
deadhousegatesstoneerikson

These 10 books have so many cool ideas that it is mind boggling. It shows in the stories that the author has a background in anthropology and archaeology, as cultures and lands have layers upon layers of history, with different technology levels and magic. The world building was very interesting to me. It is very far from the traditional Gary Gygax medieval knights world.

I love them, but the books aren’t equally great, and were hard to read as they came out, as the amount of people and plot lines you have to keep track of is staggering. That said, I’ve lifted a number of ideas from these books straight into my current D&D campaign. I also wanted to replicate the magic system, where each “school of magic” (sort of) is drawn from a particular plane. But it was too much work for D&D spells and planes are so heavily integrated into the rules.

It is also dark, gritty and funny. The second book, Dead House Gates, and its story of the Chain of Dogs, remains the most riveting and gut wrenching fantasy story I’ve read.

Duiker was well past astonishment at anything he saw. Like the Tithansi tribesmen he’d occasionally exchanged words with, he’d begun to believe that Coltaine was something other than human, that he had carved his soldiers into unyielding avatars of the impossible. Yet for all that, there was no hope of victory. 
(Deadhouse Gates)

Sharpe
Bernard Cornwell has written 21 novels with the hard as nails British soldier Sharpe, who has his career during the Napoleonic Wars – mainly in the Peninsular Wars under Wellington. They are great adventures, full of good plot ideas, and they were the main inspiration for my Warhammer campaign. Cornwell’s insight, that to make the story interesting, he had to make enemies and obstacles on Sharpe’s own side just as big a feature as the enemy, is something I used. I alsoRifles drew a lot of inspiration for the military campaign side of things, with the size of the army train, the unwieldiness of the artillery and the chaos and confusion of battle that Cornwell describes so well. Being part of a military organization is obviously also a powerful motivator for going on ‘missions’. Cornwell writes great action, and there are a lot of skirmish battles with company sized units, that I also drew upon for my campaign.

“Powder smoke spurted from the orchard, showing that Dragoons [no, not dragons!] barred that escape, yet it was his only hope. He shouted up the ladder. ‘Come down!’ He turned to Harper. ‘We’ll take the Spaniards with us. We are breaking southwards.
‘They’ll catch us.’
‘Better that than dying like rats in a pit. Fix swords!’
(Sharpe’s Rifles)

khazad dumLord of the Rings (and Silmarillion)
It needs no introduction. For years it was one of the few fantasy novels available to me, because we had it at home in Danish. When I became better at English as a teenager, they whole fantasy field opened up, and I’m still trying to read through all the Fantasy Masterworks. But Tolkien will always be there, with the magic, orcs and journeys, and I still love ancient dwarf keeps full of secrets, treasure and ancient evil (and so does many of my players!). Don’t think I’ve ever made a fantasy campaign without a lost dwarf keep.

“The orcs have often plundered Moria; there is nothing left in the upper halls. And since the dwarves fled, no one dares seek the shafts and treasuries down in the deep places: they are drowned in water – or in a shadow of fear.
(Gandalf, in the Fellowship of the Ring)

The Fall of the Roman Empire – A New History
This book is fantastic. It really inspires my world-building in many ways. Fundamentally, it provides insight into how that empire was ruled, from a variety of perspectives, including logistically and politically, and how half of it ultimately collapsed. Some of the key points I have taken from it are: rampant corruption, civil war every 20 years, high level of autonomy because of the limits of the administrative system, and the size of armies that could disrupt it -around 10,000 displaced tribal the-fall-of-the-roman-empire-978033049136503warriors settled in the Balkans created a domino effect that contributed heavily to the fall of the Empire.

Then there are some practical details around travelling, where I think in most fantasy games the logistics and time involved is underestimated. Theophanes had to travel from Egypt to Antioch (in Turkey). The trip was on great roman public roads, which made it very quick – he travelled 40 kilometres (around 25 miles) per day. With him, he brought a group of slaves, and soldiers for parts of the trip. This meant that the journey lasted almost a month. For his slaves he bought 160 litres of wine for the return journey, and bought two bottles for the same price for himself (obviously a better vintage). As he hardly knew anyone along the way, he also had to bring dozens of valuable gifts for other important Romans that he met.

“Running the Roman Empire with communications then available was akin to running, in the modern day, an entity somewhere between five and ten times the size of the European Union.”
(The Fall of the Roman Empire – A New History)

Undaunted Courage

This is the story of the legendary Meriwether Lewis who, together with William Clark, Sacagaewea and their party, was the first to cross America over land from the Atlantic to the Pacific. It is an adventure of the highest order, and really gave me a lot of inspiration for eUndauntedxploration of the untamed wilderness, and you see how resourceful humans can be. It is a direct inspiration for my current D&D campaign, where the characters help settle a new an unknown land.

“Together, under the leadership of the captains, they had become family. They could recognize one another at night by a cough, or a gesture; they knew one another’s skills, and weaknesses, and habits, and background: who liked salt, who preferred liver; who shot true, got the cooking fire going quickest; where they came from, what their parents were like, what dreams they had…They would triumph, or die, as one.”
(Undaunted Courage)

In the next part I will be touching upon The Song of Ice and Fire, a book about Africa and a video game, among others.

My Dungeons and Dragons Homebrew 1

I want to provide context for my posts on rules and campaign setting, and I’m writing brief overviews of each session for my players anyway, so I’ve decided to post the chronicles of my campaign on this blog. With my Warhammer campaign coming to a close at around 90 sessions, where I have a few paragraphs on each session, I can see it is also a pretty cool thing to have when looking back at all the great fun we had.

Campaign setup

My campaign is fundamentally an exploration campaign. The realms of the East have been warring for 30 years against a dark empire named the Hrran Hegemony. The war is in a deadlock and the ‘good’ realms need resources, allies or some kind of joker to break the deadlock. Fortunately, the half-elves of the Isles of Finrod have found a new continent across the ocean. The largest human kingdom therefore sets up an outpost and has sent settlers there to establish a new realm, and to explore the lands for riches, magic and potential allies. The characters are among the second group of settlers sent there.

Hoh Rainforest, Olympic National Park, Washington
The land where they settle is covered in deep forest. This is from a Washington state rain forest.

The Group

All members of the adventuring group come from the realms in the East, which have a geography and technology roughly equal to early medieval Europe. They decided at the beginning to form a accredited Adventuring Company, which provides some advantages, but cost them resources.

bagpipe
The dwarf bard use a bagpipe as his instrument. Fun, and great for attracting random encounters!

After 3 sessions the line-up is: 

Sir Jarn Ashford, Human paladin 1/ranger 2

Arak, half-orc fighter 2/war cleric 1

Welk Del’mantanrese, human abjurer 3

Weylyn Cullain, half-elf moon druid 3

Horziver Xalybyr, gnome arcane trickster 3

Abbott, human warlock 3

Korrick the Lorekeeper, dwarf fighter 1/bard 1

The first 3 Sessions:

Session 1:

The members of the adventuring group has various ties to each other, both are mostly not close friends. They embark on their journey at the Isles of Finrod, and sail across the ocean on one of three vessels (of course). After a few weeks they make a stop at Hope’s Pinnacle, which is a lone island with a huge abandoned castle built by giants, where a garrison and port has been built by the good nations. They stay a couple of days before continuing their journey.

Close to land the ships are thrown into a storm and attacked by Kuo-Toa. The party fights them off, but after the storm dies down one of the three ships are missing.

Meta: They drew random questions I had created, which they answered to create more backstory for their characters.

christopher-columbus-ships
The ships of my campaign are similar to the far left ship, however sleeker, with more of a norse longboat element, and more elaborate elven carvings – and no cross on the sails.

Session 2

They arrive at the small settlement, which lies in a cove, next to a river, surrounded by a vast forest, and with a couple of gleaming white towers reaching above the canopy in the distance. They are greeted warmly, and introduced to some of the people living there, including the governor Erin de Vrin. But with a missing ship, the mood has a somber undertone. Next morning, the two adventuring parties available to the settlement are sent out to find the missing ship. The characters are sent north, while their ‘rivals’ are sent south.

The group treks through the forest and at night are assaulted by a Displacer Beast, which they manage to slay. The following day they come upon a group of goblins, throwing stones and taunting a wounded elf captured in one of their pit traps. They drive off the goblins and rescue the elf. The elf has tattooed camouflage on his skin and he almost only use sign language.

Session 3:

With some difficulty the druid Weylyn begins to communicate in the elven tongue with the tattooed barbarian, and recognizes that he speaks some kind of dialect of the elven language. They learn that a big winged beast roams to the north, and that he finds it very important to stay hidden. The next morning the elf has sneaked out of the camp.

Using the wizard’s seagull familiar, they do spot the winged creature, which turns out to be a wyvern, and see its nest in a ruined tower. They decide to explore the tower while the wyvern is hunting at dusk. At the top of the tower in the nest of flotsam and bones, they find a couple of scrolls and a kuo-toa body. Welk and Horziver figure out how to destabilize the nest, and make a plan for attacking the wyvern when it lands, and hopefully drop to the bottom of the ruined tower. The plan succeeds and the party manages to overcome the wyvern without getting hit.

At night, the carrion crawler that had hidden in the tower came out to feast on the wyvern. It was discovered, and the group killed it.

Trekking further north they finally come upon a cove, where the lost ship is stuck on a reef. The cliffsides have many cave entrances, and they begin to explore. They find a body of a sailor, after chasing away two giant crabs, and in one of the caves they are attacked by many crabs, but rescue an exhausted guard from the ship, who hid in the cave.

They bring her back to their camp, to give her rest and hear her story. At night kuo-toa emerges at high tide from one of caves and sacrifice a human to some kind of snake creature that emerges from the sea.

Meta and Mechanics note:

Fighting the wyvern, the damage output of 6 players was very high, with above average rolls, and it was a short

The Wyvern monster manual illustration from 3rd edition of D&D by the way.
The Wyvern monster manual illustration from 3rd edition of D&D by the way.

encounter. But the danger of getting hit by the poison stinger of the wyvern made it a tense encounter. It certainly displays the weakness in D&D 5th if you have large groups against single enemies. However, in this case, a hit by the wyvern on almost anyone of the 2nd level characters would either drop or kill them. I think it was fun, and when the PC’s dare something dangerous, the player’s feel great when they succeed.

Weapon materials in D&D 5ed

I am trying to avoid adding complexity and sub-systems to my game, but for my campaign world to be thematically coherent I did decide to make a system for weapon materials, so there is a difference between bronze and steel. As the group is in  a remote land, as part of the first settlement in this “undiscovered” realm, I try to enhance the need to be self-sufficient, add incentive to explore and find new things, and that when exploring you need to be selective in what you bring with you on your travels (I know, that consideration disappears when they get a big bag of holding…)

6-krigsscene-farve-stor (1)
Imagined scene from the early Iron Age, done in connection with the bog body of the Danish Tollund Man. Image by Niels Bach. Read more at: http://www.tollundman.dk

I’ve tried not to make it too punitive to the characters, but it should push them to carry alternate weapons, rest after encounters and take down-time to craft their own items and so on.

As magic weapons and armour slowly will become available, I don’t foresee this to still be a very relevant rule-set after level 10. But as mentioned, the rules are meant to create mood and atmosphere.

Weapon quality and material
As not all cultures have the same level of technology within manufacturing of arms and armour, different enemies will have weapons and armours made from various materials with various properties, strengths and weaknesses. As to not skew the combat rules overly, most of the materials have their most significant impact on weight, price and production time, which can be important far from civilization.

Damaging and breaking weapons and armour
Whenever a combatant rolls a natural 1 in combat with a weapon, not made from steel, he has to roll a DC 10 DEX ability check to avoid the weapon breaking. If he succeeds using the weapon still confers disadvantage until it has been serviced during a short rest.

Whenever a combatant is hit with a natural 20, his non-steel armour gets damaged and he loses 1 point of AC, until he spends a short rest mending the damage.

Steel
Steel can in the old world (almost) only be crafted by dwarves, who knows its secrets and can create the temperatures necessary to forge it. Their arms and armours are highly prized, also among its enemies, and can easily fetch several times the price of regular iron forged weapons.

Steel weapons don’t need to roll for damage or breakage, unless fighting against a foe with magical weapons or armour.
Medium and heavy steel armour weighs 10% less than iron armour, as it needs less material for the same level of protection.

Rapiers are a new type of weapon used by the wealthy in the City-States, and it can only be made from steel.
Steel weapons and armor costs around 5 times the listed price in the Player’s Handbook.

Half-Plate and Full Plate are always made from steel and cost the price listed in the PHB.

Bronze spear heads

Iron
Iron weapons are the default weapons in the Player’s Handbook. They comply with the breaking and damaging rules above.
Half-Plate and Full plates cannot be made from iron.

Copper & Bronze

Both materials are weaker than iron, and when fighting against steel weapons they automatically suffer the effects of damage on a roll of a natural 1 or natural 20 (for armor). If fighting against iron weapons the normal rules for breaking apply.

Stone & bone
Stone weapons suffer a -1 damage penalty against iron and steel armour. However, some cultures have processes that make the stone hard as iron or steel. The weight is still greater than comparable iron or steel weapons.

flint arrows

Bone breast plate: Made from mighty beasts, these breastplates function as regular breastplates, due to the high level of craftsmanship and density of the bone used. They would be highly prized in their culture.

Scale Armour: scale made from regular scales of beasts or from thick bone chips work as a hide armour, but scales or bones from truly dangerous beasts or magically treated can work as a scale mail or splint mail, depending on the construction. The scales of these beasts are equivalent of iron, but can be broken by steel.

Magical weapons:
Magical weapons or armour cannot be broken through regular combat. Special significant events have to occur to endanger them, such as Elder Dragon fire, volcanos and epic level magic.

Running War and Battles in roleplaying

As I decided to run a Warhammer Fantasy Roleplaying campaign 8 years ago centered around the Storm of Chaos (a great invasion into the lands of men), I naturally had to introduce war and battles as key elements of the fiction. I’ve describe 3 methods to include battles below.
Battles have since then worked as backdrop, motivation and important story and character development opportunities. Urs_Graf_Schrecken_des_Kriegs_1521

In general, in my roleplaying campaigns I do put a significant emphasis on the ‘game’ part of ‘roleplaying games’. We have to roll some dice, follow some rules and let part of the tension and drama emerge from the randomness of letting the dice fall where they may. Therefore it is important that we also have a ‘game’ around some of the battles and major skirmishes of the game, and that they outcome of each battle came into question. The characters influence on the outcome was in the beginning very limited, but as they grew in power, the influence has become more significant.

I thought my experience with it could be helpful to others who want to include that element in their campaign.

The Story mode:
When the characters were weak and socially and politically unimportant, I let the mood, action and drama evolve around the build-up, march to the battlefield and the aftermath of the battle. This includes solving supply problems, scouting, recovering lost messages, surviving assaults on their supply lines and so on. I used the pushing paper method (below) for a minor skirmish. The battle itself can be entirely narrated, particularly when they are very weak, or you can add an event element. In my first use of this method they lost, and the whole retreat (read, fleeing in panic), was a central element of the story, and the events around that gave a lot of mood and depth to the story, and both a feeling for the characters that they were unimportant, and at the same time had an impact by rescuing some and creating some order in the chaotic aftermath.

Pushing Paper:
To have a battle that involves dice, but without using 300 minis, I’ve used a Warhammer Fantasy Battle Light game using paper and card board. I make a map on our white board battle map, and create a card board counter for each unit. We roll D6 for their weapon skill (3+, 4+ etc. to hit), and D6 for armor saves, but I cut toughness rolls to reduce the number of dice rolls. Casualties were simply counted off the unit’s strength, either at a 1:1 ratio, or using whatever ratio that seemed appropriate for the size of the battle. I also have some rudimentary rules for movement, cover etc.

In a battle where the characters were leading their town militia and a contingent of knights, the characters were their own unit, and I reverted to regular role-playing rules, when they entered into combat with the opposing champion.

This worked quite well for large skirmishes and minor battles. It has gotten the characters really involved, it is a fun break away from the regular roleplaying combat, and it creates its own narratives about the heroic squires who routed a group of beastmen taking only one casualty and so on. It also has the group invested in getting more troops to defend their town, as it has an actual game impact.

Event-based battle:
I’ve run two versions of these types of battles:

Type 1:Alexanderschlacht_(Soldaten)
You can have a battle where the characters have no impact on the outcome of the battle, but each experience events during the battle. This could be individual opportunities for heroics, or the opposite – to skulk away or flee a challenge. The key element in my view is that there are significant choices to be made. In one instance, as they were part of a company, they had the chance to rescue or help other members of the company before they got killed or maimed (or not). I also enjoy keeping the events partly random, as it adds to the ‘game’ element and prevents me from designing challenges that were specific meant to be just the right difficulty for any character.

Type 2:
A second type is a battle where the characters are powerful and can, as a team, significantly influence the final outcome. I introduced a victory point system for this type of battle. In essence, each event can lead to various numbers of victory points, and the battle will have different outcomes depending on how many victory points they score. The victory conditions obviously have to be predetermined. Again I think a key point is having hard choices for them to make, as the Warhammer universe is very grim. Thus sacrifice and bitter choices are central parts of the game. For example, they had to indirectly select which commander they wanted to lead the human forces. There were three choices, and all three had benefits and drawbacks, but they couldn’t get an “optimal” commander.

By introducing victory points I also force the direction of the campaign into the hands of the characters, and prevent myself from fudging it into the result I prefer. I think it is very satisfying to play, and reinforces that we are playing a game.

All in all, I find the battles to be very fun and dramatic elements in the campaign, and as a theme for a Warhammer Fantasy Roleplay campaign, it has worked extremely well.

One a side note, the format was initially inspired by Bernard Cornwell’s excellent Sharpe series of novels, about an English soldier fighting all the way through the Peninsular Campaign of the Napoleonic War.