Newbie GM question: So the heroes have joined the good-guy army in battle vs.

Newbie GM question: So the heroes have joined the good-guy army in battle vs.

Newbie GM question: So the heroes have joined the good-guy army in battle vs. a bad-guy army. This game is my 1st time GMing – I’ve run a few combats but never a big battle! To complicate matters, the party has split: 3 PC’s (barbarian, immolator, arcane duelist) are with the main army engaging the enemy, while the other 3 (ranger, wizard, druid) have joined a small strike force to infiltrate the enemy position and destroy the evil summoning circle. All constructive tips & comments welcome! In particular, tips for maintaining a good flow/pace. 🙂 Thanks!

4 thoughts on “Newbie GM question: So the heroes have joined the good-guy army in battle vs.”

  1. You may give them a set of objectives they have to accomplish in the main battle or in the side battle. Once they’re done with those objective, they’ve won.

    On the other hand, create a threat front like “the bad guy wins the battle”.

  2. What Jabes RPG​​​​​​ said. Every action they take whilst in the middle of the melee : Defy danger.

    That’s it really! The big battle is just a danger.

    Let’s say their objective is to destroy the summoning circle, destroy a giant warmachne, defeat an influential lieutenant. Once accomplished, they have to defeat the BBEG then they’ve won.

    Don’t worry about how many troops is left or any minutiae details like that. The battle is nearly a backdrop. Describe the battle unfolding around the PCs whenever they do something, especially if they fail the Defy danger (they are stuck in the melee, they are maybe even wounded).

    You might want to create a move if you suspect one of the character will want to lead a unit into battle.

    When you lead a unit into a battle, roll + CHA.

    On a 10+ the unit is winning. Nearby allies gain +2 Ongoing to all Defy Danger moves related to taking an action in the midst of the melee as long as the unit is still winning.

    On a 7-9, the unit is taking heavy casualties but keeps advancing. Take -2 Forward on your next Lead troops check.

    On a 6-, the unit is deadlocked in a loosing battle, PCs can’t advance anymore until the situation changes. The GM can also make a move.

  3. Reiterating above, Fronts and minor goals.

    Also, switching back and forth between groups can be done with failed rolls too. Perhaps the failure, or “Hard choice” from a 7-9, is something bad for the other group that they then have to overcome. That can switch the spotlight.

Comments are closed.