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Specter
2017-02-13, 01:57 PM
So, I'll be running a war campaign soon (PCs starting at level 11, from another campaign). Basic premise is, the largest and strongest of the five kingdoms wants to dominate all the other four, claiming it's their divine right as prophetized by the seers. PCs must help the 'loser kingdoms' or they will all be taken.

I want to pull players from Bravehart-style war combat, because it takes too long and nobody really enjoys it. I've been thinking of missions that the PCs could conduct, something like these:

- Escorting a caravan of supplies/soldiers thorugh a dangerous area, to avoid unnecessary deaths;
- Retrieving an item that will help the armies somehow (a morale flag? who knows), from an enemy base
- Rescuing an important figure
- Defending city walls from breachers

Complete Warrior from 3.5 had many like these, but I don't have the book anymore. Any suggestion is welcome; the more specific, the better.

JackPhoenix
2017-02-13, 03:08 PM
Assassinations, kidnappings, sabotages and raids... pretty much what you've listed, only on attacker's side. Depending on PC's positions in kingdom's hierarchy, diplomatic missions to find allies or convince the enemy ones to withdraw their support. Intel gathering.

Also, are you sure the PC's will stay on the weaker kingdom's side?

Specter
2017-02-13, 03:32 PM
Assassinations, kidnappings, sabotages and raids... pretty much what you've listed, only on attacker's side. Depending on PC's positions in kingdom's hierarchy, diplomatic missions to find allies or convince the enemy ones to withdraw their support. Intel gathering.

Also, are you sure the PC's will stay on the weaker kingdom's side?

Considering the long list of enemies they made, it's the only thing I could see happening.

MarkVIIIMarc
2017-02-13, 03:32 PM
This line gives you the option of having the players win or sorta win or lose w/o dying.

I have played wargames where if you win you are more likely to be on the offensive and if you lose more likely to be on the defensive the next time. That made it feel as if my actions made a difference.

Include offensive and defensive missions.

IRL there have been raids to rescue the son of a general. All kinds of ridiculous things.

Could have the party find the powerful kingdom has camps where they are exterminating non humans. Then perhaps whole night where they spread that news and whatever evidence there can be pre-photography to unite the less powerful kingdoms.

Also my favorite TV shows sometime deviate from the overall story arc one or two episodes a season. Maybe include an Arbor Day (well maybe St Patrick's Day) inspired mission if you have a session on or near either.

Neat world you put them in.

Specter
2017-02-13, 04:57 PM
This line gives you the option of having the players win or sorta win or lose w/o dying.

I have played wargames where if you win you are more likely to be on the offensive and if you lose more likely to be on the defensive the next time. That made it feel as if my actions made a difference.

Include offensive and defensive missions.

IRL there have been raids to rescue the son of a general. All kinds of ridiculous things.

Could have the party find the powerful kingdom has camps where they are exterminating non humans. Then perhaps whole night where they spread that news and whatever evidence there can be pre-photography to unite the less powerful kingdoms.

Also my favorite TV shows sometime deviate from the overall story arc one or two episodes a season. Maybe include an Arbor Day (well maybe St Patrick's Day) inspired mission if you have a session on or near either.

Neat world you put them in.

Offensive missions seem easier. Defensive missions not so much. Protecting an item or a person from high-level enemies would require them to be clever, because how many attacks can a weaker NPC take?

tKUUNK
2017-02-13, 05:34 PM
Offensive missions seem easier. Defensive missions not so much. Protecting an item or a person from high-level enemies would require them to be clever, because how many attacks can a weaker NPC take?

Good point. If that doesn't work for you, perhaps the party could be acting as a decoy for the real thing (carrying a fake replica of an artifact, or escorting a person- one of the PCs?- disguised as someone of political or strategic importance). I like this for a lv11 party, because you can pit the players against elite enemy squad(s) who will use resources like scrying and teleport to attempt to retrieve the target. Maybe the goal is just to keep the enemy fooled for a while. Maybe the goal is to draw out and defeat that elite squad.