lucky7
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So I watched Ironclad recently and, for my birthday, decided to create a one-shot for my group depicting this kind of battle. But with undead!
My ideas so far:
-The adventure will last three or so in-game "weeks", at which point help arrives.
-Every player has a "roster" of characters, each with their own motivations, goals, and abilities (ranging from a level 5 guy down to a level 1 commoner, say). Players will be able to improve their character's abilities by having them do things during the day (studying in the library to gain a point of INT, for instance).
-Each character earns points by accomplishing specific things, as well as generic goals like surviving a day and killing undead. Whoever has the most points for their roster at the end wins!
-As the days go on, foes become more and more dangerous (a zombie horde on day 1, an ogre on day 10, and so on).
-The players can collect either scrap or food from inside or outside the walls, , to either gain more troops able to fight or traps to build, respectively.
Does anyone have any suggestions to help me realize this setup?
Eltacolibre
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One character, nobody wants to play multiple characters...its frankly not fun at all. Plus playing one character gives them the feeling that they are doing something heroic or close to it.
You might consider using hero points as it would give them some special stuffs for doing cool stuffs or achievements for the battles.
| Korthis |
I haven't seen it so I'm assuming that you are in a castle that is under siege.
Set up siege weapons that can be fired or pieces of them (destroyed by the continuous onslaught) that can be put back together and fired into the army of undead
Walls that can be erected/built/repaired (zombies would walk around them or try to, orcs would try to smash through it etc)
Find soldiers that are missing (ran away, corpses, MIA, captured), success could lead to not only points but more allies
Dig pits/ set up traps/ leave bait for protection/distraction during combat
tchrman35
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Are there mechanics for large-scale pitched battles that you can use in your campaign? I know that in some PFS scenarios there are custom mechanics for things that would be ridiculous to roll for over and over. You might look for something like that you could steal.
And make large-scale stuff a small part of your game. Most people I've met in RPG circles prefer the action of the front line, not the cold calculation of the General's tent. Make sure there's plenty of individual action to accomplish - especially as the scenario winds down. In the end it should be a face-to-face showdown between your group and whatever evil bad person has been trying to sack your fortress.
Just my opinion!
lucky7
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The idea behind having multiple PCs is so that a character can die and it has an effect, but the person can still play. They're not playing multiple characters at a time.
Hero points sounds like a good idea.
Sadly, I do not have seven players, only 4. That's why I went with having backup characters.
| Scooter Libby |
One character, nobody wants to play multiple characters...its frankly not fun at all. Plus playing one character gives them the feeling that they are doing something heroic or close to it.
You might consider using hero points as it would give them some special stuffs for doing cool stuffs or achievements for the battles.
I do. I want to play multiple characters. It can be lots of fun.
But if your players are of Eltacolibre's mind, then having a common pool of backup NPCs that can be taken over is a possibility. Each day the current PC could hear news about other heroes around the castle. Cool things those NPCs did. Then they could choose which NPC to take over if their own PC dies.
lucky7
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Eltacolibre wrote:One character, nobody wants to play multiple characters...its frankly not fun at all. Plus playing one character gives them the feeling that they are doing something heroic or close to it.
You might consider using hero points as it would give them some special stuffs for doing cool stuffs or achievements for the battles.
I do. I want to play multiple characters. It can be lots of fun.
But if your players are of Eltacolibre's mind, then having a common pool of backup NPCs that can be taken over is a possibility. Each day the current PC could hear news about other heroes around the castle. Cool things those NPCs did. Then they could choose which NPC to take over if their own PC dies.
That's a better idea than what I was thinking of! Thanks.
| RegUS PatOff |
There are several reasons there should be seven.
Start with some prequel scenarios, identifying the challenge or threat. This allows skill-based or sneaky characters a chance to strut their stuff before it comes down to a static battle.
Highlight weaknesses in the starting fortification/location. This provides opportunities for more non-combat activities that impact the battles to come.
Define for yourself the types of resources that might be available within the location, nearby, and further out. Make a GM map of hazards related to scavenging for food, tools, supplies, extra bodies.
You could have a delve of dwarves at the outer limits of the map. If someone decides the risk is worth the reward, you've got an extra path for one group to go on to try to get help. This is one way having multiple characters can work - one group is at the site, while the other is travelling to try to get a relief column. But you've got to plan for enough action with each group that the other doesn't feel like an afterthought.