So, it appears my party is inexorably headed towards a war between two large groups.

So, it appears my party is inexorably headed towards a war between two large groups.

So, it appears my party is inexorably headed towards a war between two large groups.  Anyone happen to have already created some “war” or “large battle” related moves?

14 thoughts on “So, it appears my party is inexorably headed towards a war between two large groups.”

  1. I was going to ask the same thing, it’s exactly why I came here.

    I have some idea zygotes, but they really aren’t fully formed enough yet to be put into words.

  2. Mail Call – start the session with a love letter. Have it describe the recent battle/action and ask questions about that character’s involvement or exploits during major battles. Players are making important contributions during between-battle sessions and the GM is using the moves to expound on how the battle goes. Doing these as a start of session move makes each session an excerpt from the larger war chronicle. It also keeps the focus on the players by zooming out and skipping over large battles that would otherwise be repetitive extended combats.

  3. Mass battles are dramatic… but as Marshall Miller implies, “Okay, there’s 10,000 orcs before you, what do you do?” can get a bit repetitive.

    I’d say, look at cool stories involving mass battles. What do the main characters do? Hold some strategic position? Take out a key enemy asset? Deliver key message to a general through the field of war? Scout enemy territory to determine their true forces? Focus on the opportunities to make a difference, and then maybe come up with a “tides of battle” move for the end of the session that rolls 2d6+(objectives accomplished) or something to see how the war goes overall.

    References: Diablo III Act 3, that one story-arc of Order Of The Stick, the mass battle rules for L5R, etc.

  4. The tides of battle move is a great idea.

    I also like the idea that if they are not directing the forces themselves, the players go on key missions that can turn the tides of battle. A failed roll on a move during one of these missions could advance some kind of doom clock or trigger a grim portent, bringing failure that much closer and showing the effect on the larger battle.

    GM’s battle moves:

    -Drive their allies back.

    -Advance the enemy’s forces aggressively.

    -Introduce a new enemy unit or tactic on the battlefield.

    -Cause their allies severe casualties.

    Tides of Battle

    When you have participated in 3 significant missions to sway the tides of the battle, roll +Success, where success is the number of successful missions you participated in. *On a 10+, choose 3. *On a 7-9, choose 2.

    -Your forces suffered minimal losses.

    -Your forces captured an advantageous position, prisoner, or intel.

    -The enemy suffered heavy losses.

    -your forces’ morale is high for the next day’s battle.

  5. Depends on how involved the PCs want to be and how willing they are to hang it out.

    If they want to get directly involved, let them each do a Help move. They take consequences on a 7-9. Hard move would be interesting:)

    If they want to stand by the sidelines and not be leading the battle, write them a love letter with some hard choices around the outcome of the battle and what they care about personally.

  6. I’m doing something like:

    When you lead an army into battle you get to roll for victory or defeat.

    When you are led into battle you get to roll for survival.

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