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File: e7cea4d0522497a⋯.jpg (9.69 KB,318x305,318:305,21325885_10210370984006765….jpg)

 No.415960

I'm running a 5e game for some friends I haven't seen in years and I decided to do a war setting where they have to go around consolidating power.

Problem is, they are really pinching me for details and for a level of detail I don't have, but want to aspire to. They are currently fighting some goblins and forest critters, but i want one of the high points to be taking over a settlement.

Where do I even begin with that? What is considered a win condition? How do I stop it from becoming a blood bath and innocent npcs getting the sharp end of a stick?

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 No.415962

>>415960

you'll need to give us more info, OP. What kind of game are you running? Is it more on the RP side or crunch side? Is it the kind of game where a character can easily die if he fucks up, or the kind where character death is an incredibly rare occassion?

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 No.415963

>>415962

Character death comes from bad choices and good rolls on my end (I don't fudge). So far there were 3 deaths. One got sniped, one got surrounded and stabbed to death and one had less than 14 hp when they decided to rest and a pack of wolves came.

It has RP aspects and i do give them XP for social encounters / noncombat solutions to problems, but it's effective set dressing to get them to move the plot forward. So far they are beating around the bush a bit, but it's fine since they are having a good time and I can lay plot hooks well ahead of time.

I press them for exhaustion, hours awake, rations and weight capacity (thought that was after they cleared out an entire cave).

Where I lack any practical knowledge is in how a hostile takeover looks / should look like, siege warfare and anything regarding establishing a country by force.

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 No.415966

>>415963

I'd make taking the settlement very difficult, with way too many enemies to take on at once – charging in would be guaranteed death. But I'd give the party options to weaken the enemy beforehand. Maybe they could quietly take out some remote guards without anybody noticing? Maybe poison their dinner? Perhaps find the local gang and pay it to help with the takeover? The possibilities are endless and provide plenty of opportunities for both RP (negotiating with thugs, bribing guards, preparing elaborate traps and making complex plans) and crunch (various skill checks for stealth, for example, as well as the battle itself). Perhaps have them arrive in town in disguise so that they can get to properly know it? In any case, creating a very good map of the settlement would be imperative, as well as doing extensive prepwork – if poisoning the guards is possible, you need to know who cooks their meals, where he does it, and where the food is served. If they decide to kill the guard captain while he's on the shitter, you need to know where the toilet is. That sort of thing. You probably won't be able to think of every possibility, but the more prepared you are, the more easily you will be able to improvise if the situation demands it ("I want to buy a special potion from the alchemist." "Eeeh... There's not really an alchemist in this town – the local apothecary takes care of all such needs. Feel free to visit him and see if he has what you need").

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 No.415971

File: 862df51f371760d⋯.jpg (105.26 KB,637x630,91:90,3E Red Hand of Doom.JPG)

File: 518380546e66903⋯.png (91.01 KB,320x320,1:1,standard_book_legacy_squar….png)

>>415960

Read through the module "The Red Hand of Doom" for some inspiration into what you're doing. Also, Matt Colville's book "Strongholds and Followers" has a pretty good system for building and running a castle that you might look through. You can download both on thetrove.net. I would encourage you to buy them if you find them useful.

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 No.415988

File: ea190daf4eeea6a⋯.pdf (101.95 KB,mass combat rules.pdf)

>>415960

Ever play Mount and Blade?

Get map of the region and numbers of how many grunts are defending them (maybe set them up like you would a dungeon?), map out power structures, take lots of notes in-session, and let your players run wild with the setting. Keep a calendar and mark off days as they happen, and have NPCs who seek out their own goals and may clash with the party.

>What is considered a win condition? How do I stop it from becoming a blood bath and innocent npcs getting the sharp end of a stick?

Those things are basically up to the players. Winning would mean gaining a kingdom. Don't get attached to NPCs in any game format.

>>415963

>Where I lack any practical knowledge is in how a hostile takeover looks / should look like, siege warfare and anything regarding establishing a country by force.

Check embed related. In a good large scale fight PCs either are insignificant, in charge of many minions, or dynasty warriors characters.

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 No.416524

>>415971

I started looking into some old adventures to incorporate them, so will give this a reading.

S&F is a chunky lil lad I am waiting to find spare time to commit to.

>>415988

Never played it, it's collecting dust in my GOG library. I am keeping track of the days (they had an enemy knight run away after he threw his sword out of the tower window and fell on his ass (two nat 1's) and ran away). Their commander told them they should capture and ransom some nobles for money / political leeway, and they can't wait to get to it, but I am still unsure how to have it play out.

I read the UA rules on mass combat before we started, I feel like It will require some tweaking to make work properly.

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 No.416536

File: cd8f396bd12541e⋯.pdf (1.03 MB,CC_Rules_2009.pdf)

I have been considering using the board game Commands and Colors to simulate large battles for a campaign in which the players are in control of armies. The main advantage of the system is that it is fairly simple to play and understand while also being fast (each battle takes about an hour) though the main issue with the system would be that the players would have very little role on the battlefield itself except as leader units. Also a magic system would need to be added to accommodate for large spells. Flying magical creatures like dragons are also not accounted for. However, the system is fairly flexible and the rules and scenarios are available for free online and since all you need are die, a hex board, and something represent units, the cost could be zero.

Essentially the game functions using a system of cards to order your troops and die to simulate combat. The number of cards a player holds is generally indicative of the skill that the general showed in battle, so for a D&D campaign this could be attached to a character's Intelligence, training in war, personal attitude, etc. It also may vary with each battle, so e.g. for a surprise attack the player may have less cards to simulate being caught off balance.

My idea for magic and magic items was for the player to have a small set of abilities that he could activate, but only once a battle. Like raising a magical banner at a crucial moment to put some backbone into your line, or befuddling the mind of the enemy's crack troops just before your cavalry charge in. And as a simple change, elephants could be changed to ogres or trolls or giants.

For now most of this is just conjecture and throwing around ideas and it really only answers part of your problem, but perhaps looking at these rules might help you plan out your battle and how you want it to play.

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 No.416561

File: ae00ec09c34bdb9⋯.pdf (793.06 KB,BattleLore2ndEdition_v1.1.pdf)

File: 722e9ef62db2d76⋯.pdf (1.38 MB,BattlesofWesteros_v2.pdf)

File: e93321aeabad509⋯.pdf (1.97 MB,BattleLore_v4.1.pdf)

>>416536

Battlelore (based on Commands and Colors) added Lorepoints/Mana to use Spells.

I guess Memoir 44 also used simmilar things for Artillery or it was the knock off Tide of Iron.

The knockoff/spinoff Battles of Westeros added more unit specific traits.

And 2nd Edition went wild with traits and powers.

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 No.416562

>>416561

Addition:

I personally use Hordes of the Things for larger scale battles.

I also used Warmaster a few times.

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