12 thoughts on “Hello everyone.”

  1. IMO, the easiest way to do it would be to either have a simple action:

    When you lead your army into battle, Roll+Wis/Int:

    10+, Choose 2

    7-9, Choose 1

    6-, GM chooses 1

    Your army does not suffer significant losses

    Your army stops the enemy from entering the city

    Your men capture some of the enemy leaders

    Your men manage to stop a distraction fire in the forest  which would have spread to the slums.

  2. Another interesting way to do it would be to decide on a battle for your players to take part in and to assign ‘Hireling’ stats to each unit of the battle on the player side.

    Tell the players that the battle is raging around them and give them a tough/long fight, occasionally making comments about the battle going on around them and asking them what they are going to do about it.

    “Mikas, as you duck under the orc warlord’s hammerswing you notice that a detachment of enemy archers has snuck through the lines up onto the hill overlooking the battle. What are you going to do?”

    “I shout at the leader of my cavalry unit. ‘Hey, Johan! Take out those archers!”

    “Allright, lets get a Defy Danger vs Int/Wis to command your troops.”

    “Do i add my cavalry skill?”

    “Sure, they’re a green unit so they have a + 2”

    … Does that make sense?

  3. Obligatory self-promotion for Dungeon Kingdom: https://docs.google.com/document/d/1l5fsKJyBKN2FA2T072SvKj3RIKh2MWZlOfqQdZMIS1A/edit?usp=docslist_api

    I’m sure Inglorious will do it differently, and probably better. Warfare is tucked away and integrated with other stuff, but basically you roll with the strength of your army to have them seize or defend objectives (I.e., the Go To War and Avert Disaster moves, and possibly Commit Espionage or Negotiate Treaty depending on how you want to go about it). Player action relevant to the mission will guarantee a degree of success (I.e., completing a project allows you to treat a miss on a kingdom roll as a 7-9).

    I’m going to update Projects to a ritual-type requirements list soon, so you can set specific supporting mission goals like assassinating an enemy general instead of just eyeballing everything.

  4. Social Justice Commander Shepard Look on the official website, there used to be conditions to join the League of Adventurers (basically the Kickstarter backers). I would dig out the info for you but I’m on my phone right now.

    If you’re looking at battle moves, Vincent Baker wrote sine interesting ones for AW: Dark Age too.

  5. Will do, I’m on my phone too.

    I only ask because I’ve also been working on mass combat rules.

    But mine involve unit as playbook (so a few players = an army)

    And some modding of the basic moves to allow seamless shifting of scale from individual to unit play.

    That said, my ideas are pretty small, not enough for a supplement.

  6. I’ll try and translate my notes from ‘madman shorthand’ into english later, but I know in another mass combat thread here on the tavern I posted my altered basic moves in a comment.

  7. So, here’s for Eric Nieudan

    You and others wanted my notes on mass combat.

    these are pretty simple and intended to be used in addition to a standard DW campaign, not as a standalone thing.

    the example I use is:

    The players are playing their normal characters, legolas the elf and Gimli the dwarf, the campaign has reached the point where they’re part of a huge defense of Helm’s Deep, wherein, Legolas and Gimli become just a part of the background fiction as the players take control of the entire army defending Helm’s Deep from the Orc army at the gates. After the battle is over, they simply return to playing their characters.

    Each player is playing a Unit of troops, the group all together is considered to be an entire army.

    I’m posting comparisons between Units and DW classes to illustrate my thinking, but each playbook will be pretty different.

    Each PB will only have between 2-5 moves total, but lots of stuff to advance and improve on their niche.

    HP, armor, damage etc. are going to be handled in a way inspired by AW’s gang rules.

    BASIC MOVES

    Clash

    When you and an enemy unit attack each other at point blank range, roll+Stat.

    On a 10+, you deal your damage to the enemy and avoid their attack. Or, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.

    On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.

    Make it Rain

    When you shoot and let fly at an enemy at range, roll+Stat.

    On a 10+, you have a clear shot—deal your damage.

    On a 7–9, choose one (whichever you choose you deal your damage):

        You have to move to get the shot placing you in danger as described by the GM

        You have to take what you can get: -1d6 damage

        You have to take several shots, reducing your ammo by one

    Stand your Ground

    When you try to hold a location by force, or to secure your hold on something, roll +Stat. On a hit, choose options.

    On a 10+, choose 3.

    On a 7–9, choose 2:

        you take definite hold of it

        you suffer little harm

        you inflict terrible harm

        you redirect an attack from the thing you seized to yourself

        you impress, dismay or frighten your enemy

    Restrain or Reinforce

    When you hinder, or help, a unit or location under attack, roll+Stat.

    On a 10+, hold 4.

    On a 7–9, hold 2.

    On a 6-, hold 1, but you also expose yourself to danger, retribution, or cost.

    As long as you remain Engaged with that unit or location, you may spend hold, 1 for 1, to choose an option:

    • they take -2 to their roll (or an ally takes +1 to their roll)

    • They’re stunned, pinned, or trapped(or an ally removes any single condition/debility)

    • They lose their footing or position(or you help an ally dig in, solidifying their hold)

    Seek Counsel

    Each member of the party takes on a role: the General, Treasurer, Diplomat, and Advisor.

    When you seek to gain advantage by leveraging…

        …Military might, roll +Stat (General)

        …Economic manipulation, roll +Stat (Treasurer)

        …Espionage, Statecraft, or Diplomacy, roll +Stat (Diplomat)

        …Superior knowledge, equipment, or preparation, roll +Stat (Advisor)

    Have the representative for your chosen course of action roll on behalf of your entire army:

    On a 10+, You gain the advantage you sought, at least for now.

    On a 7-9, you reach a compromise, but is it worth it?

    Maneuvers

    When you position your unit to take advantage despite an imminent threat, say how you deal with it and roll. If you do it…

        …by charging through, roll +Stat

        …through stealth and trickery, roll +Stat

        …by enduring, roll +Stat

        …with sound tactics and quick thinking, roll +Stat

    On a 10+, you do what you set out to, the threat is avoided

    On a 7–9, you give yourself away, suffer a setback, or falter in the face of resistance.

    Recon

    When you study the lay of the land, or another’s military formations, roll+Stat.

    On a 10+, ask the GM 3 questions from the list below.

    On a 7–9, ask 1.

    Take +1 forward when acting on the answers.

    • which enemy is most vulnerable to us?

    • which enemy is the biggest threat?

    • what should I be on the lookout for?

    • What here is not what it appears to be?

    • What here is useful or valuable to us?

    Track and Pursuit

    This is basically perilous journey crossed with recon.

    I’m not sure exactly how I’ll do this.

    Make Camp

    Make Camp stays mostly the same, I might add a couple more options for things you can do, likewise Take Watch.

    UNIT PLAYBOOKS

    Scout (Ranger)

    They get a sneaky move, a ranged backstab type move, and a higher powered version of RECON:

    SPYMASTER

    When your unit RECONs its objective, add these to the list of questions.

    • where’s our best escape route / way in / way past?

    • what’s my enemy’s true position?

    • What happened here recently?

    • What is about to happen?

    Cavalry

    lots of moves supporting others, aiding others, etc. something like a cross between an AW Angel and a Cleric

    OVERCOME

    When your unit uses sheer numbers to overcome an obstacle, roll +Stat.

    On a 10+, you overwhelm the obstacle with ease.

    On a 7-9, choose 1:

    • Many lives were lost, take 1d6 damage

    • It is only temporarily overcome, you need to hurry

    • your unit is forcibly split up, take -1 ongoing until the unit is whole again.

    Skirmisher (Barbarian)

    quick and mobile.

    It is a good day to die

    When your unit slaughters an enemy unit, they may:

    • immediately make another attack before anyone present has a chance to react

    • shake off a debility

    Front-line (Fighter)

    Phalanx

    When your unit is beset upon by a great threat or imminent danger, all those you share bonds with may realize the danger as well. In addition, when you Stand your Ground you may choose an extra option.

    Artillery (Wizard)

    control, support, etc.

    don’t know yet

    The Commander (Paladin/Warlord)

    Tactics and Strategy

    When your unit reaches a higher position, overlooking the battlefield, ask any 1 question from the Recon list. Every ally following your orders based on the answer gets +1 forward.

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