Roleplaying Tips Weekly E-Zine Issue #318
Military Tips
Contents:
This Week's Tips Summarized
Military Tips
- Rank And Hierarchy
From: Max Dodge
- Large-Scale Battles Overview
From: Jon Thompson
- Make PC Actions Special
From: Mark L. Chance
- Large-Scale Battle Tips By Level
From: GAZZA
- Battle Design
From: John Eikenberry
- Military Rituals
From: Da Pit Fiend
- Politics And Warfare
From: Will
Readers' Tips Summarized
- Two DMs On A Regular Schedule
From: Francois B.
- Priority, Planning, And Players
From: Jim Sales
- Wise Gaming
From: Phil Vecchione
- Casual Play
From: Bento
- Verisimilitude With Inconsistent Players
From: Dan Howard
XRP's Christmas in July Sale
Expeditious Retreat Press is holding a Christmas-in-July
Sale at their on-line store. Most titles are 50% or more off
and XRP is taking preorders for A Magical Society: Silk Road
and the second printing of A Magical Society: Western Europe
(with an updated layout and over 150 illustrations). Both
titles will be available at Gen Con Indy, and preorders will
ship before the books hit shelves. Sale ends July 31.
www.XRPshop.citymax.com
Return to Contents
A Brief Word From Isaac
A while back we asked you about a couple of items, and the
response was impressive. Even with a readership of 13,000
and more, I'm always surprised to see how many of you take
the initiative to write in to us. Your efforts are always
appreciated, and I hope the rest of you get as much out of
our large-scale battle and campaign-maintaining tips as I
did from this week's issue.
Two DMs running in the same world? Who would've thunk?
Also, Happy Canada Day and Happy Independence Day to our
North American readers! I celebrated by perpetrating a near-
TPK by a kapoacinth. ;)
Thanks once again to all our contributors.
Isaac Calon
ike@roleplayingtips.com
Return to Contents
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Return to Contents
Military Tips
In issue #314 we put out a request for military oriented
tips. Following are some great ideas and bits of advice from
your fellow Roleplaying Tips readers.
1. Rank And Hierarchy
From: Max Dodge
Private - Private comes from new recruits joining in defense
of their land. Otherwise known as private soldiers.
Corporal - The word corporal comes from the Spanish term
"capo de'squadra" or "head of the squad." Corporals often
lead squads.
Sergeant - In medieval times, a sergeant was the servant of
a knight. The sergeant often became an experienced warrior
and was often tasked with leading groups of peasants. He
would teach them how to fight, lead them into battle, and
keep them from running away. In modern times the sergeant is
still responsible for making sure his soldiers are trained
and effective.
Note: In most armies there are degrees of each rank. For
example a private first-class, or a master sergeant; these
denote seniority and responsibility.
Petty Officer - The term petty officer comes from the French
word "petit," meaning small. In medieval times, villages
often had petty officers who assisted officers, such as the
sheriff.
Warrant Officer - This term originated in the 9th century in
the British navy. The crew charged with the care and
maintenance of the ship were warranted officers. There would
be a captain aboard to command the soldiers, but they
wouldn't have anything to do with running the ship. In
today's armies, warrant officers are experts in their
profession.
Ensign - On the medieval battlefield, the man who carried
his lord's banner into battle was called the ensign bearer.
Eventually, this became the lowest commissioned rank in the
military.
Lieutenant - A combination of the words "Lieu" and
"Tennant," this literally means placeholder in the absence
of the next higher rank.
Captain - A captain usually commands a unit of 200-300
troops called a company.
Colonel - Colonels lead groups of companies called a column.
General - Generals usually have command over entire armies.
Insignia: Enlisted insignia are often represented by
chevrons and hash marks. Sometimes these insignias are
combined with an emblem to signify the wearer's profession.
(Example: a caduceus for medical personnel.) Usually, the
more chevrons, the higher the rank, pay, and responsibility.
Officer insignia are often represented by various rare
metals, the most common being gold and silver. Officer rank
is usually designed to be easily distinguished from that of
enlisted rank.
Traditions: Officers vs. Enlisted - Enlisted men are usually
the "manpower" of any army, whereas the officers give
guidance and direction to the troops. Officers are usually
paid more than the enlisted men, but forgo many of the
benefits that are given to the men, like free food and
uniforms.
Try a military field manual for much more information.
[Also, check the Wikipedia:
Comparative military ranks ]
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2. Large-Scale Battles Overview
From: Jon Thompson
Large battles between savage hordes clashing with
innumerable shining soldiers is the standard epic battle,
and is what many GMs want to replicate. But how?
One of the keys to running good, large-scale battles is to
take a look at what makes these battles interesting in other
media. That is, what is cool about the battle scenes in Lord
of the Rings, Star Wars, or any war film? It's easy to get
caught up in the sheer size of the battles and miss what
truly makes them epic; the outcome is decided by the actions
of heroes. Aragorn, Legolas, and Gimli defended Helm's Deep.
Achilles and Hector (and their gods) fought for Troy. Luke,
Han, and Wedge defeated the death star. The PCs are those
heroes.
With that basic principle in mind, here are some specific
tips.
- The players are heroes, not grunts. Depending on how
powerful they are their actions may influence the outcome of
small battles or whole wars.
- Don't level the playing field between the players and
soldiers. If the PCs are assigned to common soldier duty,
let them shine in battle--maybe have a few war stories come
out of it. With that said, there are probably better things
for skilled PCs to be doing than killing innumerable enemy
grunts.
- A staple in epic battles is single combat between
powerful warriors on either side. The PCs should end up
facing the enemy commander or the enemy's secret weapon.
That confrontation could be ordered by an officer, or could
be sought by heroes from either side. Instead of the PCs
just slaughtering enemy grunts for hours on end, they should
be stopping the powerful enemies from slaughtering their
men.
- In some ways the PCs are like special ops (especially if
they are rogues or spellcasters). No intelligent general
would put his spec ops on the front lines; they should be
sent on special missions. Examples could be destroying an
enemy siege engine, protecting or blowing up a bridge,
rescuing important prisoners, obtaining vital information,
or sneaking into the enemy camp to assassinate the leader.
They might be involved in the larger battle before, after,
or on the way, but their skills transcend basic combat.
Besides being logical this is also a fantasy staple. The
rebels can't stand up to the death star, but if only they
had a pilot with the talent and guts to hit a small thermal
exhaust port...
- Play to the PCs' strengths. If a character has the
ability to shoot with great accuracy over long distances,
set them up as a sniper. If they are sneaky, send them to
spy or assassinate. If they are a tank, have them call out
the enemy's giant.
- Let the grunts be in awe of the PCs. Let stories of their
exploits spread (especially as the characters become
increasingly powerful). If possible, let their victories (or
defeats) have immediate and noticeable effects on the
battle. In a recent adventure I ran, the enemy general was
using a spell to boom out encouragement to her troops from
atop the hand of a colossal statue. The PCs scaled the
statue, and everyone looked on breathlessly at the sonically
magnified battle. When the enemy general went hurtling to
the street below, the effect was immediate. Friendly troops
charged and pushed back the enemy before the characters'
very eyes.
- Set up a flowchart of missions and objectives the PCs can
have and the effects of success: Fight through the first
wave of enemy soldiers with the rest of the army, scale the
cliffs, battle the elite guards, destroy the trebuchets. Map
out the area and where certain forces are.
Try to give the players several choices of what to do and
how to do it. If you have any players who like making plans,
leave as much strategy to them as possible. This might
require some quick thinking, but when their plans pay off it
will be very rewarding for the players.
- Have a continuum of outcomes based on the players'
actions. The results will change depending on how
successful they are (did they get there fast enough, did
they kill enough enemies). It doesn't have to be as simple
as utter defeat or complete victory. Maybe the PCs turn a
hopeless battle into a win, but at a great price? Perhaps
their allies would have won without them, but would have
suffered heavy losses? If they only partially complete their
objectives then the loss of life is somewhere in between.
- Watch movies with battle scenes. Try to decide what makes
them cool. Look beyond the sheer size of the armies. What do
the heroes do, not just during, but before and after the
battle, to change the outcome?
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3. Make PC Actions Special
From: Mark L. Chance
[home page]
The PCs' actions should be special. The PCs are more akin to
a Navy SEAL team than average soldiers, but even more so.
(I've worked with special forces folks before, and none of
them could lob fireballs or turn invisible.) The main action
of the war is beyond the scope of game play. It makes great
background information, but that's about it.
Instead of worrying about how the PCs impact the main
action, give them special missions of importance to the war
effort. For example, the enemy nation might have a well-
fortified stronghold guarding a critical piece of geography.
(Even in a fantasy game, geography's effects on war cannot
be entirely ignored.) It would require too much time and too
many lives for a conventional siege, and so military
commanders send the PCs to deal with the problem.
Put a timeline on things. For example, the PCs must break
the stronghold within 3 days, or else a major push into
enemy territory cannot be accomplished, thus giving the
enemy armies time to resupply and reinforce, et cetera.
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4. Large-Scale Battle Tips By Level
From: GAZZA
Low Level
You can usually assume with low level characters that
they're either alongside the regular troops, or they're some
sort of special forces. If the latter, they won't be
directly involved in the large scale battle, but you can
have them perform special operations. The easiest way to
handle the former is to figure out what the enemy force is
composed of, work out the relative size of both forces, and
face the PCs with an encounter that reflects this disparity.
For example, let's say that the PCs are part of a human army
of about 400 1st level and 100 2nd level warriors. Their
foes are 1000 1st level orc warriors straight out of the MM.
This is not to imply there are no higher level creatures on
either side, but rather that this is a manageable
simplification. Since the good guys are outnumbered 2 to 1,
you face the PCs with a number of orcs equal to twice the
number of PCs in the party.
To reflect the chaos of battle, a number of optional rules
can be used. For example, make rounds 1 minute rather than 6
seconds, but spell durations are normal (and "rounded
down"). The effect of this is to greatly reduce the power of
low level spells such as Sleep, which in the chaos of a
battle is justifiable (the victims would probably be jostled
around and the spell might break).
Another optional rule is to make a Knowledge(Tactics) roll
for the commander (probably an NPC) and based on the result,
the PCs face a harder or easier encounter to reflect the
inferior or superior strategy.
In the above example, you might decide that if the
Knowledge(Tactics) roll is 10 or less, the PCs face 3 orcs
per PC; if it is 11-20, they face 2 orcs per PC; if it is 21
or higher, then they face 3 orcs for every 2 PCs. Commanders
could make opposed rolls, as well.
Note that low-level PC mortality in large battles can be
high, so you might want to treat a loss as being either
captured or left unconscious on the battlefield.
Mid Level
Mid-level special operations might be a little more
dangerous. However, assassinations and striking deep behind
enemy lines arguably work better at this level. Try pitting
the PCs against equal numbers of similarly outfitted or
experienced bad guys, interspersed with sorties through
larger groups of the lower-level main forces. This will be a
blast for the PCs without making it too easy on them. Also,
try giving mid-level PCs command of small groups of lower-
level NPCs. If they take the opportunity, it can be
immensely satisfying to plan a battle that ends with a
routed enemy force.
High Level
The main enemy force will not be challenging for the average
high-level PC. Traditionally, high-level PCs might be in
command of entire armies, but the problem is that in many
cases, they could achieve the goals of their army without
the army's assistance, which causes concerns for good-
aligned characters (why put your troops lives at risk
needlessly?).
If you want a large-scale battle that can threaten high-
level PCs, then I recommend the three Ds--dragons, devils,
or demons. An army composed of any of the three is a threat
that no normal army is equipped to deal with. Maybe the PCs
want to recruit powerful allies--angels, maybe--to help with
the threat.
If all else fails, there's always undead. Any monster that
has the ability to create spawned versions of themselves is
a potential threat even to epic level characters.
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5. Battle Design
From: John Eikenberry
When I design wars, I start with geography. From my maps I
can tell who fights whom, how many forces there are, plot
troop movements, and more.
My war had three distinct phases: Army A had the advantage;
Army A and B were even; Army B and C allied against Army A.
By poring over my maps I plotted the battles as troop
movements intersected (I marked these with "battle
markers"). A general rule of thumb is 4-7 named (important)
battles per year of war.
Realize that different forces will have different names for
the same battles. Different names can inspire interest from
the players and help paint the real picture of what happened
at the "Slaughter of Kwon" vs. "Victory at Kwon Ridge." If
you want help naming battles please check out my website.
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6. Military Rituals And Decoration
From: Da Pit Fiend
Arcadian Guild Games Master
If your game is mechanical in nature, with the players
focussing on creatures killed and treasures gained, then
going into the great details of military rituals and rites
will seem an immense waste of time. If that is your game,
you won't have much use for my tips.
In a classical situation, military rites of passage might
start out at lower levels, like training on Mars field near
Rome, combined with simple hazings and minor beatings.
Training would be with wooden and wicker weapons and shields
used with full force. Those unable to keep up are likely to
be beaten to a pulp, or even killed by their fellows. No one
wants a weak link when the fighting starts.
More progressed classical rewards usually came after battle
with a banquet or feasting on or near the field.
Overindulgences of all kinds pair with award ceremonies for
common soldiers on up.
For Dark Age or low Middle Ages, rewards were simpler and
often taken from the battlefield, from farm animals to
weapons. A great battle might see the 'knights' fighting
over the spoils, even though they were allies during the
battle. Opposing families might have a different version of
who was to get what.
In the Middle Ages, the wanton looting had been toned down
by the church's influence, and rewards became ritualized.
Most often these rituals were a swearing of oaths with the
hands placed on a box of holy relics. To the devout, these
oaths had a physical reality, and sometimes caused problems
later on, like swearing never to retreat from an engaged
foe, even if that foe is larger or better. Sometimes the
need to 'enforce' the oaths came about, and an individual
might be sent on a quest in retribution for refusing to
follow a dictate.
In fantasy these rituals can be, well, fantastic. Walking on
water or pulling a sword from the stone to fulfill a ritual
is well within the reach of many PCs.
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7. Politics And Warfare
From: Will
Politics
With war, make sure you have a clear image of what the
each side wants to achieve. For example, a civil war is an
internal clashing of ideologies that are profound enough to
be worth bloodshed.
Next, decide how many details the PCs are going to learn,
which depends on the sophistication of their society and
which side they are on. If the PCs are advisers to the King
and they are getting wind of insurrection, then the
roleplaying will be centered around (initially) spy reports,
insider information, meetings with rebel factions, or just
hanging around, incognito, in taverns or other gathering
places for the rebel forces.
Later, adviser PCs may become captains or generals, or they
may informally be part of the court and have their own
schemes or plans. With the rebels, which may also have
elements in the court, planning the coup, or organizing the
troops and supplies. At the start this is all top-secret sort
of stuff, with everyone looking over their shoulders. There
could be magical rites or rituals designed to ferret out
spies.
The film Braveheart is excellent inspiration for political
maneouverings.
Warfare
If your players love complex combat, get some minis and roll
it all out in minute detail. Expect battles to last entire
sessions. Having a pre-rolled list of d20 rolls can save
time.
As a small part of a whole army, try the GURPS 'mass-combat'
section, which appears in the 3rd edition CONAN supplement
book, or find it here:
GURPS Mass Combat.
As long as the PCs are not commanding the battle, you just
plug in the numbers, roll a few d6, and voila! You know the
battle outcome. All you need now is to figure out what the
PCs are doing during the battle. Describe the action
tactilely and you're in business.
Use minis to represent troop formations. There are a number
of good rule sets out there for handling mass combat, like
Hordes of the Things. This system lets you get an overall
view of the battlefield and use it to provide better battle
descriptions to the PCs. Another advantage is the
flexibility in being able to 'grow' with the PCs, for if
your foot soldier becomes a troop leader and then a
commander you get to describe the action from a more
complete point of view each time.
Each of the following systems are great for mass combat.
Each gives a means to determine the outcome of battle,
including casualties. This is good for dealing with issues
outside of combat, for if you note, Tolkien did not really
write many battle sequences; his details were mostly about
what led to the battle. This way the drudgery of mass combat
is narrowed down to the important part(s) that the PCs can
play in the overall war.
Another method is to play in great detail the few battles
the PCs do take part in. Their outcome could mirror the
outcome for the entire army, which makes a challenging
victory or a crushing defeat and retreat so much more
salient.
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Readers' Tips Of The Week:
Real Life & Gaming - Readers Respond to Issue #315.
1. Two DMs On A Regular Schedule
From: Francois B.
Our five-person group has two DMs. Having more than one DM
in our group prevents stale campaigns, and we reuse the same
world and NPCs in both campaigns. This makes it easier for
the players to follow, and helps to maintain verisimilitude.
For scheduling, we made a house rule: if one player is
missing, we play, and someone takes care of the "missing"
PC. If more than one player is missing, we cancel the
session.
The easiest thing we have found is to have a regular
schedule. We play every Monday night. If something changes
one week, we inform the DM, and the DM handles all the
scheduling.
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2. Priority, Planning, And Players
From: Jim Sales
Decide if gaming is your main hobby. If so, get the calendar
out and plot your sessions, and do it as early as possible.
Use a website, a wiki, and email. I create the schedule in
August for the next nine months with games happening every
two weeks. Everybody gets the schedule so there are no
surprises.
Also, I found that using Sunday afternoon/evenings between
3:30 and 8:30 works out very well. Most everyone is home and
ready for one last thing before work on Monday. By not
having the session go too late into the evening everyone can
get back home to their families or just chill after the game
without having to hurry home to bed.
I maintain campaign interest by keeping myself sharp and
avoiding DM burnout. I take three months off in the summer
to regroup and enjoy the weather. Everyone is hungry to game
come late August and early September.
Get rid of inconsistent players. If you are going to put
this much work into this hobby, expect a modicum of effort
from the players. Be sure to let your players know in
advance what kind of attendance you expect, (don't schedule
games on holidays!) and talk with a player if his attendance
is breaking the story line. If he has good reasons, work
with him. If it is just an "I don't care," attitude, drop
him. Your game will be better for it and it will be more fun
for the rest of the players rather than constantly having a
"Mark-the-red" standing in the corner.
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3. Wise Gaming
From: Phil Vecchione
I am part of a gaming group who has been together for ten
years now. In those years we have had huge lifestyle
changes, and our gaming habits have had to change as well.
We still play weekly, but our Tuesday night (5pm-12am) and
Saturday night (5pm to whenever) sessions have changed to
Sunday evenings (6pm-10pm). I no longer run something
weekly; rather I run one of three campaigns, which each run
every three weeks, in rotation.
The three week rotation is perfect for GM prep in my current
lifestyle (married with an 18-month old son). I brainstorm
for a week, write my session for a week, run my session, and
then take a week off. On the two weeks when my session is
not running, two other campaigns, run by two other GMs, give
me my gaming fix.
To keep interest up in our games, we have adopted a number
of metagaming activities. These activities allow us to keep
discussing and playing the game, even when we are not at the
table.
The most common thing I do is plan NPC-PC conversations to
be held by email on the weeks we are not playing my game.
The conversations are short, and I give the players a week
to finish them up.
I also employ a few other email metagaming activities for my
current campaign. One of the characters has a tome of
information that his Grandfather (the former King) had left
him. From time to time I will write a passage from the tome
and post it by email to the group. The key is to have my
players thinking about the game when they aren't at the
table.
I also try to stage my table sessions to end just when the
players start to come up with some kind of plan on what to
do next (e.g. how to assault the castle or rob the bank). I
then have the players do their planning as an online
discussion. This works out great, because they have ample
time to discuss, allowing them to come up with a better
plan, and I don't have to sit behind the screen, bored, as
they plan. Finally, I am privy to their plans and can adjust
my session notes and strategies.
The other GMs in our group use similar exercises online. One
GM uses a discussion forum where rumors from the PCs' Inn
are posted, allowing players to get some foreshadowing of
what the upcoming adventure will hold.
As for making gaming a priority, it's all about balance. I
try to give myself a half-hour to an hour a night to work on
gaming materials. That may not sound like a lot, but it
really adds up over three weeks.
As for inconsistent players, ten years of gaming together
has made us a pretty tight group. Most of us are pretty die-
hard gamers. All of our wives came into this group knowing
that gaming was something that we would not give up. As a
compromise, we have all adapted our gaming to make family
come first, but come Sunday evening, we are all gathered
around the table, rolling dice, quoting movies, and
adventuring.
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4. Casual Play
From: Bento
I GM an ongoing campaign at a local college campus where we
constantly deal with the comings and goings of players. We
have some players who have a strong commitment to the group
and show up every two weeks, while others make it when they
can.
Taking this into account, in January I launched what I call
a "generic" campaign. Players are limited to core classes
and races, and adventures last two to three sessions in a
generic fantasy setting. When people drop out or can't make
it, we play as if their characters are there and they don't
fight or get any XP. The only character who goes on active
NPC status is the cleric, for healing duties.
We have several players who are budding GMs, so when I want
to take a break, I let them run the game for an adventure
arc. When we do this, I play the cleric. So far it's worked
out well. We typically have six players and, on average,
lose or gain a player every two sessions or so.
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5. Verisimilitude With Inconsistent Players
From: Dan Howard
For inconsistent players, I recommend that GMs become good
at quickly easing PCs in and out of the action. Don't let it
become hokey; always try to think of a new but believable
way to get a PC into or out of gameplay. PCs can oversleep,
break legs, take a different route, be sent back for
supplies, have a vision that persuades them to stay behind,
whatever. Don't try to fix the player; just deal with his
PC.
Return to Contents
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