Adding a war feature to my campaign


Advice


Hi so I've been writing my own campaign and so far I've completed one part of hopefully 3. Part one is set up as a focus on leveling up, getting comfortable with each other's characters and getting my players introduced and familiar with the area as they scout it out. The second part is going to include some kind of mass combat and war with the enemies of the area and the final part will be more story and puzzles to figure out how to defeat a 'final boss' so to speak. But for part two I'm having difficulty deciding if using Paizo's structure of 'warring' would work well in this setting. The players are coming into this area as a tipping point for the beginning of a war- so I'm not sure if I should have them use a kingdom I've prepared for 'their side' in advance as the proxy for their being able to compete in this war or just leave out the kingdom part of Paizo's war structure completely and figure out an alternate way of running a war. The problem is I'm not sure how I would structure my own 'rules of war' and I wonder if any one has some ideas for this.

Some context, I've been playing since July with the same group and this is my first time as a GM. A lot of what I've created so far is touch and go, but seeing as I hope this to be a moderately sized campaign I'm trying to do some more in depth research to make this what I want and something enjoyable for my friends.


Here is my suggestion.

In due time, introduce the kingdom and introduce the rules of mass combat. Have the PC be the commander in one or two mass combat...so as to get a feel for it. If they like it, keep using it, if not then those mass combat take place off camera and you simply narrate the battle.

One way or the other, have the PC also involved in other aspect (between mass combat if they like it and/or in lieu of mass combat (if they dislike it)).

For example:
1 Diplomatic Envoy: send them to ally or neutral country for aid and more troop;
2 Recruitmemt: send war heroes recruit new men;
3 Protect the supply line: have them escorts a supply train or patrol a supply line route;
4 Espionage/assassination: the PC must infiltrate behind enemy line to gather intel or kill an important war figure (maybe provide a mass combat bonus);
5 Skirmish: PC go ahead to harass enemy or disrupt supply line (might also provide a bonus);
6 Guard duty: an important future is at camp, they must insure his/her safety and prevent possible assassination;
7 Counter-intelligence: prevent the enemy spy to steal info;
Etc.

Have the players feel like their character is truly contributing, especially if mass combat is not something they like to play.


Thank you, this is very helpful advice and I think I will probably attempt something along these lines!


My pleasure, Also I forgot to mention but look up at the Ultimate serie. Especially, Ultimate War, Ultimate Battle and Ultimate Commander as it expend a lot/offer some Alternative to Paizo's own rules.

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