Ending a 6 years campaign

We had our 90th and penultimate game session with our Warhammer group Wednesday.

It is with anxiety, joy and sadness that I end the campaign. I am quite anxious to end the campaign on a high note, and it is a joy to see the players revel in it and enjoy the epic finale, and it is with sadness that I am saying farewell to a story line and a group of characters that have lasted for that long. As a GM I’ve never had a game experience like this. The characters are like old friends, who easily fall into their old habits and quarrels.

Capture32415152
The siege of Middenheim. The illustration is from the Fantasy Battle book the Storm of Chaos, which I’ve consulted since the beginning of the campaign.

The end has to come now. The system is at its absolute limit and the story is reaching an epic conclusion that cannot be topped.

If you are familiar with Warhammer Fantasy Roleplay (or Battle) you will know what the Storm of Chaos is. For those unfamiliar with it, it is basically the apocalyptic invasion of a great general, who has united the four Chaos Powers and part of the world canon, described in quite a bit of detail. When I dreamed up the campaign, I wanted to have the character’s lives and fates intertwined with that story-line. That has succeeded. They are invested on a personal level and get to experience, as central protagonists, defining moments in the Warhammer world: the Siege of Middenheim and the death of Valten, the reborn image of the God Sigmar.

So the climactic battle last session was pretty wild, with player’s who started as lowly rat catchers,

The über-bad Games Workshop evil guy who wants to destroy the world.
The über-bad Games Workshop evil guy who wants to destroy the world.

smugglers and mercenaries facing off against multiple chaos giants, ogres and finally the great chaos lord Archaon himself and subsequently a greater daemon.

It was definitely fun, and awesome and epic.

From a mechanical and narrative perspective the battle worked really well. I had a strategic level, a tactical level and an encounter level in the battle. They had to allocated the strength of their relieving undead army to various crisis-points, with pre-determined outcomes, depending on the strength committed. When they had to save the gates to the city from being breached, we played with minis on a company level, with the characters as single unit, with several special abilities. When they moved into certain areas of the causeway they had encounters with their characters, and the resolution of the encounters impacted the tactical struggle and the future encounters.

I would have loved though if the final two encounters (which was basically one long encounter) had been a bit more on the edge of their capability, making it a more tense affair, just like their last big encounter (in a previous session) with Vardek Crom, the Herald of the End Times. However, in a system like Warhammer, it is incredibly easy to tip the balance completely. And I didn’t roll well either.

The artifact warhammer Ghal Maraz. The brutal and simple warrior from Kislev, Stanislav, picked it up and hit the BBEG in the face. When he returned it to the Emperor his answer was: 'it is alright. I have a flail.'
The artifact warhammer Ghal Maraz. The brutal and simple warrior from Kislev, Stanislav, picked it up and hit the BBEG in the face. When he returned it to the Emperor his answer was: ‘it is alright. I have a flail.’

Looking at this Swordsman’s guide to creating encounters Encounter Guide I did a couple of things wrong. I stayed within the rules, but in the interest of tension, I should perhaps have added wounds (HP in D&D parlance) to the evil guys. I followed Ringo’s advice on mixing up the battle half-way, and pushed the characters around the battlefield. But I should have confounded expectations more, and maybe screwed with the battlefield in some interesting way. I could also have added a lieutenant or two, because it does create a much more interesting dynamic. However, as it was the Siege of Middenheim I also felt somewhat constrained, as they meet the Lord of the End Times shortly after he had slain Valten in single combat.

Ultimately, you want the characters to succeed, but it should be really difficult.

The final session (or two), will be have a more personal focus, with the group trying to use their strategic ability to rescue their home town from a subsidiary chaos force and perhaps confronting their arch enemy, Baron Wallenstein of Würzen. My challenge as a GM is to make it a fitting conclusion to all their struggles, failures, victories, retreats, cabbage eating and hardship.

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.