Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: Military Strategy Tips for Your PCs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="lewpuls" data-source="post: 8556983" data-attributes="member: 30518"><p>Want to survive in the very hostile world of tabletop role-playing games? These tips drawn from military strategy can help.</p><p></p><p style="text-align: center">[ATTACH=full]152431[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/illustrations/checkmate-chess-figures-1995121/" target="_blank">Picture courtesy of Pixabay.</a></p><h2>These Tips Are Not for Everyone</h2><p>If your game is about storytelling, it’s possible these tips won’t apply. Furthermore, many RPG sessions are tactical rather than strategic, especially early in a campaign or in a one-off adventure. Some of these tips apply to tactics as well as strategy, but some do not.</p><p></p><p>In many campaigns the characters progress from treasure-hunters or soldiers, to prominent/rich local leaders, to magnates and even statesmen. The stronger the characters become, the more likely they are to get involved in strategic decisions, as they raise their own small armies or become leaders of a nation’s armies.</p><p></p><p>Strategy is what you do long before a battle takes place, and tactics is what you do in and during a battle. But I'm not going to differentiate between those two as we talk about the various gameplay tips because it's not necessary in this context. I should add that when we talk about strategy in games, there's a strong supposition that the player wants to win. If winning (succeeding against significant opposition) doesn’t matter in your game, who needs strategy and tactics tips?</p><p></p><p>The essence of strategic thinking is to think long-term rather than short-term. Modern life encourages short-term thinking, particularly aided by smartphones. Planning is less necessary when you can (frequently) rely on your cell/smartphone to bail you out. You won’t succeed that way in conflict games.</p><h2>Reconnaissance/Gathering Intelligence</h2><p>“Time spent in recce is never wasted” - said by a Belgian military instructor to Americans in a strong British accent. That's not entirely true, your recon can give away information to the enemy, but in general, <em>the more you know about enemy arrangements the better</em>. So this could be expanded to “effort spent gathering intelligence is never wasted.” Yet you must avoid letting it become an excuse for inaction, because that's what occasionally happens. People keep gathering intelligence because they’re not sure what to do and it ends up causing inaction, leaving initiative to the enemy.</p><h2>Fair Fights Are for Suckers</h2><p>John Steinbeck and likely many others have said, if you find yourself in a fair fight your tactics suck. War is not sport, the objective is to “crush my enemies, and see them driven before me,” as Conan the Barbarian said in the movie. Ideally, you put your enemy in a position where they know their cause is hopeless and they surrender, but if they don't surrender, you can crush them easily.</p><p></p><p>A great skill of military strategy and tactics is <strong>knowing when not to fight</strong>. Fighting when you aren’t forced to can be a waste. Fighting when it's not advantageous to you is a bad idea, obviously. You’re not there to be heroic (remember, “a foolhardy act is a brave act which fails”), you’re there to win.</p><p></p><p>I thought of an example of this in my game <em>Dragonrage</em>. The standard scenario is two dragons attacking a city while the city holds out, waiting for reinforcements. If the dragons just storm in and try to win by sheer power, they’re going to lose fairly early in the game. Instead they have to use hit-and-run, picking off defenders, weakening the opposition. But they can't continue to do that indefinitely because the reinforcements are coming, and will keep coming. At some point they've got to charge in and (try to) finish off the enemy. <em>You’ve got to know when not to fight and when to fight.</em></p><h2>Plans Are Subject to Change, But You Have to Plan</h2><p>Some people are not good at (military) strategy games because they deviate from their plan “because they can” even though they shouldn't. On the other hand, while planning is important, no plan survives first contact with the enemy, you must <em>adjust your plans to reality</em> as the game progresses. If you don't like to plan, you’re in more and more trouble as you move upscale from tactical to strategic to grand strategic. If you don't like to plan, then you’re just “fighting fires,” and that's not a reliable way to win a game. You want to be in control of what happens as much as possible, not let the enemy cause all these fires that you’re fighting. Further, “a plan of many branches always bears fruit.” When one option is blocked, you can choose another.</p><h2>Never Fight for The Sake of Fighting</h2><p>Have a reason to fight <em>other than</em> possibly killing an enemy. Killing enemies is rarely the actual objective. The best generals convince the enemy to give up, though there are limited opportunities for that in games because there’s no fear of death.</p><p></p><p>I'll have six more tips in part two.</p><p></p><p><strong>Your turn: How much of your campaign would count as strategy (what you do before the battle), as opposed to tactics (what you do during the battle)?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 8556983, member: 30518"] Want to survive in the very hostile world of tabletop role-playing games? These tips drawn from military strategy can help. [CENTER][ATTACH type="full" alt="checkmate-1995121_960_720.jpg"]152431[/ATTACH] [URL='https://pixabay.com/illustrations/checkmate-chess-figures-1995121/']Picture courtesy of Pixabay.[/URL][/CENTER] [HEADING=1]These Tips Are Not for Everyone[/HEADING] If your game is about storytelling, it’s possible these tips won’t apply. Furthermore, many RPG sessions are tactical rather than strategic, especially early in a campaign or in a one-off adventure. Some of these tips apply to tactics as well as strategy, but some do not. In many campaigns the characters progress from treasure-hunters or soldiers, to prominent/rich local leaders, to magnates and even statesmen. The stronger the characters become, the more likely they are to get involved in strategic decisions, as they raise their own small armies or become leaders of a nation’s armies. Strategy is what you do long before a battle takes place, and tactics is what you do in and during a battle. But I'm not going to differentiate between those two as we talk about the various gameplay tips because it's not necessary in this context. I should add that when we talk about strategy in games, there's a strong supposition that the player wants to win. If winning (succeeding against significant opposition) doesn’t matter in your game, who needs strategy and tactics tips? The essence of strategic thinking is to think long-term rather than short-term. Modern life encourages short-term thinking, particularly aided by smartphones. Planning is less necessary when you can (frequently) rely on your cell/smartphone to bail you out. You won’t succeed that way in conflict games. [HEADING=1]Reconnaissance/Gathering Intelligence[/HEADING] “Time spent in recce is never wasted” - said by a Belgian military instructor to Americans in a strong British accent. That's not entirely true, your recon can give away information to the enemy, but in general, [I]the more you know about enemy arrangements the better[/I]. So this could be expanded to “effort spent gathering intelligence is never wasted.” Yet you must avoid letting it become an excuse for inaction, because that's what occasionally happens. People keep gathering intelligence because they’re not sure what to do and it ends up causing inaction, leaving initiative to the enemy. [HEADING=1]Fair Fights Are for Suckers[/HEADING] John Steinbeck and likely many others have said, if you find yourself in a fair fight your tactics suck. War is not sport, the objective is to “crush my enemies, and see them driven before me,” as Conan the Barbarian said in the movie. Ideally, you put your enemy in a position where they know their cause is hopeless and they surrender, but if they don't surrender, you can crush them easily. A great skill of military strategy and tactics is [B]knowing when not to fight[/B]. Fighting when you aren’t forced to can be a waste. Fighting when it's not advantageous to you is a bad idea, obviously. You’re not there to be heroic (remember, “a foolhardy act is a brave act which fails”), you’re there to win. I thought of an example of this in my game [I]Dragonrage[/I]. The standard scenario is two dragons attacking a city while the city holds out, waiting for reinforcements. If the dragons just storm in and try to win by sheer power, they’re going to lose fairly early in the game. Instead they have to use hit-and-run, picking off defenders, weakening the opposition. But they can't continue to do that indefinitely because the reinforcements are coming, and will keep coming. At some point they've got to charge in and (try to) finish off the enemy. [I]You’ve got to know when not to fight and when to fight.[/I] [HEADING=1]Plans Are Subject to Change, But You Have to Plan[/HEADING] Some people are not good at (military) strategy games because they deviate from their plan “because they can” even though they shouldn't. On the other hand, while planning is important, no plan survives first contact with the enemy, you must [I]adjust your plans to reality[/I] as the game progresses. If you don't like to plan, you’re in more and more trouble as you move upscale from tactical to strategic to grand strategic. If you don't like to plan, then you’re just “fighting fires,” and that's not a reliable way to win a game. You want to be in control of what happens as much as possible, not let the enemy cause all these fires that you’re fighting. Further, “a plan of many branches always bears fruit.” When one option is blocked, you can choose another. [HEADING=1]Never Fight for The Sake of Fighting[/HEADING] Have a reason to fight [I]other than[/I] possibly killing an enemy. Killing enemies is rarely the actual objective. The best generals convince the enemy to give up, though there are limited opportunities for that in games because there’s no fear of death. I'll have six more tips in part two. [B]Your turn: How much of your campaign would count as strategy (what you do before the battle), as opposed to tactics (what you do during the battle)?[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: Military Strategy Tips for Your PCs
Top