| wingspan99 |
I ran an evil campaign for a couple of years, and as they hit the higher levels the tenor of the campaign shifted to a politically oriented game...Lots of backstabbing (figurative), shady dealings, and powermongering. One of the enjoyable events in the campaign was the PC's working side-by-side with a bevy of paladins trying to stop a hostile force of barbarians and frost giants from invading the country from the north. They had to contend not only with the ongoing seige, but with the constant shifting of political alliances that brought one group of wizards to support the war effort for a few days only to have them withdraw at a crucial juncture because of some wheeling and dealing by another faction...Anyway, I will stop rambling...
You just may want to force the group to take sides in a war effort, and then also have them engage in some aggressive diplomacy. Make sure it's a war they can't win on their own, and one that they are suitably motivated to see through to it's conclusion...That should offer a reasonable balance of roleplaying opportunities and sweeping combats. It did for our group.
I applaud your ambition...11 players!
I have 7 in my current campaign...More than enough.