![]() ![]() ![]() What I'm interested in is ideas for how these mounting threats can be defined and played out. I figure these can be defined simply by three stats: Might, Magic, and Discipline, to cover their abilities to counter specific kinds of threats. They get a deck of cards representing certain units they've obtained over the campaign, like "General Stanikov's Veteran Division" and "Sashka the Blue's Colleagues" that they can send to deal with whatever problems they don't go after personally. I love 'em, and it probably speaks to a greater investment in the outcome of the story, but YEEZUS.Īnyway, I'm thinking that I can mitigate this by designing a system for troop deployment. I had to give them a serious hairy eyeball to keep them from splitting their group across two entirely different quests a few months ago. They all agree, splitting the party is bad tactically, it makes it now fun for whichever group isn't currently the focus, and it slows the game to a crawl, but every time a time-sensitive choice comes up, they split the party anyway. Ride to the gatehouse to support the guards against the skeletons climbing the portcullis or take out the zombie wyverns buzzing the south wall) but my players have a nasty habit of splitting up anytime a halfway difficult choice comes up. I might make it a series of branching paths (i.e. My players aren't especially interested in wargaming it out, but I'd still like to include enough choices and decision-making to make it more than a string of battles atop the castle wall. Alright, so I'm running a mid-level 5e game (The system's not especially important) in a fairly low-magic medieval fantasy setting, and in the next couple of sessions the players are going to be commanding their collective forces in a defense against an undead horde. ![]()
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