Designing Your Own Campaign Setting

Well, in between filming for the new One Die Short web show, I’ve finally found some time to answer a question.  You can read a little more about the plan for the web show here, and keep an eye out for our kickstarter next week.  Now back to business: today, we take a look at designing a campaign setting:

Dear DM,

I’ve finally gotten my 3.5 books and am converting my on the fly campaign into a campaign setting book for my friends at college that reacted favorably when I described General Yipgrowl and the rest of my campaign world to them. Having never done something like this before, I was wondering if you had any advise for writing a campaign setting?

At some point, every Dungeon Master will decide it’s time to try their hand at writing their own campaign.  We’ve all gone through the pre-packaged ones, and there are some amazing ones out there to be sure, but we are storytellers, and we want to tell our own story.  At first, this might not seem terribly complicated.  You have the story-line in your head, or maybe you’ve even written it down.  You know who the main villains and good guys are.  You feel pretty good about it, and so you sit down to start writing the opening adventure, and… oh wait… there are bucket-loads of shit you never considered.

The very first bit of advice I would give you, if you haven’t done so already, is to write down EVERYTHING.  Don’t worry about stringing it into anything cohesive yet, just write down your ideas.  Write down histories and backstories.  Write down character bios.  Write down information about items, locations, monsters – whatever you have in your head, write it all down.  Right now.

Once you have it out of your head, you’ll find it much easier to start stringing it all together, and seeing where the pieces fit.  Trying to juggle things in your head isn’t easy for anyone, regardless of how good you are at daydreaming.  Once you get it all out, start organizing it.  I like to organize my information into 3 basic categories:

World History
Location History
Character History

When it comes down to it, writing a campaign setting is writing a history book, and the more detailed you can make things, the richer the setting will feel, the more your players will be enveloped by it, and the happier you’ll be with it.
bible
From Kidspast.com.

When you start organizing and focusing, I recommend beginning with World History first.  Zoom out, and then zoom in.  If you start with a single Character’s History, you might realize later on that it doesn’t actually work within the context of a larger history, and then you have to change it, and that’s a pain in the ass.  Start big, and go small.

World History
When you’re working on the world history think in terms of our own world history.  What information is the most important?  What do we write down in our history books?  Regardless of what you think about our history books, they still make for a convenient model to work from.  Focus on the following:

Wars
Seats of Power
Important Political Figures
Resource Distribution

This probably goes without saying, as I think every DM in the world loves maps, but make sure you draw out your world!  Knowing what your world looks like, where towns and cities are located, and where everything is in relation to everything else, will REALLY help you get more detailed with your histories.  Context is very important.
golarionMap
From Mad Brew Labs.

Location History
Location histories should read much like a World History.  For towns and cities you’ll want to focus on all of the same things, but get more detailed.  What is the governing structure like?  What people are most influential?  What is the local economy based on?  For environmental locations, you can still consider similar things.  If it’s a jungle, was it always a jungle?  Did another civilization ever live there?  If the land is uninhabited, is it important to anyone?  As with all of these categories, the more detailed you can get, the better off you’ll be.

Character History
This is probably the easiest one for most of us, because we’re always designing characters, whether as a DM or a Player.  I won’t say much here, except that you should really keep in mind how each character relates to their location’s history, the world’s history, and also, how the characters relate to one another.  Think about Game of Thrones.  One of the reasons it’s so enthralling to so many people is because almost every single character in it is effected by numerous other characters.  The more you can interweave things, the more complex and interesting your setting will be.  Believability isn’t even that important if you’ve crafted something very detailed and intriguing.  The Players won’t even notice.

And that’s about it.  I’m not sure if this is exactly what you were looking for, but hopefully some of it’s helpful.  As you go through the process of designing your setting, please feel free to toss more specific questions my way.

Good luck, and roll it like you mean it!

-The Dungeon Master

If you wish to submit a question to the Dungeon Master, please e-mail them to dungeonmastermind@gmail.com, or you can Tweet me a question @AskthedDM. And make sure to review the disclaimer.

You can also see me in action in One Die Short.

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Updates and Such

Hello friendly (and also unfriendly) readers!

I know it’s been a long time since any new posts have graced the pages of my majestic blog and so I decided it was about time to let you all know what the deal is.

I am currently in the process of finishing up the final edits on a novel.  Very soon this shall be done and it will be taken out of my hands and placed into to the much more capable hands of my editor.  When this happens, blogs shall return, as will new updates to One Die Short.

The novel is a philosophical, sci-fi, biblical, apocalyptic, zombie (ish), horror-comedy, action-adventure extravaganza.  Try to categorize that publishing companies!  In your faces.

Friends of mine have frequently compared my writing to Neil Gaiman and Douglas Adams (Not that I would be comfortable drawing such a comparison myself.  I am not much for self-tooting.)  Both of them are indeed two of my favorite authors, so it makes sense that I would be influenced by what I love.

To summarize the novel:  Pan-dimensional beings try to bring about the end times by engineering a deadly virus, and Harold MacNeil, the morose coffee shop owner, has to decipher his murdered father’s cryptic inheritance:  an ancient Bible.  (Don’t expect actual zombies though, just blood-thirsty crazy people tearing shit up.)

Once it’s ready I’m going straight to e-book format so if anyone has some experience and suggestions in regard to e-books, hit me up.  I have no idea what I’m doing.

Additionally, if anyone out there does reasonably priced book cover designs, let’s talk.

The Dungeon Master shall return.

Posted in Geek Culture, Literature, Philosophy | Tagged , , , , , , | Leave a comment

Grand Wizard Tarkin and Racism in Star Wars

Today on Ask the DM we delve once again into the world of Star Wars:

What the hell is a “moff”? Could I become one if I worked real hard at it?

Simply put, a Moff is a title bestowed upon some Imperial leaders in the Star Wars Universe, but as with so many of my questions this one’s a little more complicated than you might assume.  Do a Google Image Search for “moff” and you’ll end up with one of the most awkward image searches you can get: pictures of a bunch of creepy old men next to pictures of naked women. “I just wanted to see a picture of Grand Moff Tarkin.  What’s with the boobs?” you ask.  ”I am deeply offended by these images,” you proclaim.  Or maybe not.  But what’s up with these results?  As our reader so aptly asks: What the hell is a moff??

Moff is one of those words that exists as slang terminology around world.  There really isn’t any one universal meaning of the word.  The best consensus you’ll get is that it means “cool”, as in, “That’s totally moff, bro.”  So, the boobs in the image search results I guess are “cool” (boobs are pretty rad after all, with all their boobness and life-sustaining abilities).  But that’s just a guess.  They are all from the website mashKULTURE, which is a Hungarian website, so maybe moff means something else in Hungarian.  I don’t know.

But on a  side note (you can skip it if you’re in a hurry):

I don’t support mashKULTURE, which seems to like tossing around the objectified female form as much as the rest of the internet without any thought about the cultural implications and consequences of their over-sexualization and exploitation of women.  Not that I would expect any sort of cultural awareness or commentary from a website that spells culture with a ‘K’.   That’s how you know they’re totally moff.

Moving on now.

We now know, that maybe, moff might mean cool, or something like that.  And also, a Moff is powerful dude in Star Wars.  This is Grand Moff Tarkin:

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We can assume from the “Grand” in his title, that he’s way more important than other Moffs.  Or he’s just more moff.  Now the problem we run into here, is that George Lucus made up Star Wars.  Yeah, I’m sorry guys, it’s not real.  There is no galaxy far, far away.  You can’t ever be Jedi Australia, though Lucus knows I’ve tried.  Due to this startling news, we need to assess George’s choice of the word Moff to describe this creepy old man.

What do we know about Grand Moff Tarkin?  Well, he was a dick for one.  He carried out the massacre of an entire PLANET full of people.  The man was responsible for one of the biggest fake genocides in the fake history of everything.   We can draw some parallels between Tarkin and other genocidal dictators, Hitler being chief among them.  We know that the design of Imperial uniforms was inspired by Nazis, as was the name of the “Stormtrooper” soldiers.   We can then say that Imperials are closely related to Nazis.

But what does any of this have to do with “moff”?  I think Lucus chose the title Moff as cleverly disguised racist slight.  I think he really wanted to call Tarkin, “Fucking Awesome-sauce Tarkin”, because Lucus enjoys racism is in films, but he had to hide it all in order to make his billions.  He hid this racism to a greater extent in the original trilogy, and then after he went bat-shit crazy, he threw all caution to the wind with the prequels.

Exhibit A: Jar Jar Binks

Jar-Jar-BinksglassesholderA

Jar Jar, in his very essence, is a horribly offensive character based on old African American media stereotypes popularized by blackface minstrelsy and actors like Stepin Fetchit.

Exhibit B: Watto

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If Jar Jar didn’t convince you then take a look at Watto: the greedy unscrupulous merchant that will buy and sell anything, including human beings.  If his hat and beard weren’t enough, let’s not forget his uninspired accent and gratuitously offensive nose.

Exhibit C: Nute Gunray

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Nute is a bit less obvious than the other two, but still, the guy’s got an obvious Asian accent, and is portrayed as an evil, cowardly, idiot because he’s not white.  Sure, there are evil white people in the movies, but they’re never depicted as bumbling morons.  They’re cold, calculating and intelligent, like Grand Moff Tarkin and the Emperor.

But really, I think Hooper sums things up best in Chasing Amy:

Where am I going with all of this?  I guess the main point I’m trying to make to our questioning reader is this:  You’re already “moff” because you read my blog, and if you want to be a Moff, it just means you want to be a giant, racist turd, so don’t do it.  More simply put: moff = boobs, and Moff = doucheloaf.

If you wish to submit a question to the Dungeon Master, please e-mail them to dungeonmastermind@gmail.com, or you can Tweet me a question @AskthedDM. And make sure to review the disclaimer.

You can also see me in action in One Die Short.

Posted in Conspiracy Theory, Star Wars | Tagged , , , , , , , , | 5 Comments

Homebrewing & Why I Hate IPAs

Well, this week we take a look at something else very dear to my heart: beer.  Our lovely reader asks:

What do you homebrew? How do you decide what to brew?

If you didn’t know this already, yes, I do homebrew beer (as well as gaming systems).   As of now I’ve mainly tried out various brown ales, because I’m working on perfecting my recipe.  If you’re at all familiar with homebrewing, you can do what’s called a full mash, a partial mash, or extract brewing.  Many homebrewers choose to do extract brewing (where you buy a big ol’ container of malt syrup) because it greatly simplifies and shortens the brewing process.  I like to make everything I do in life more complicated than necessary, so I do a full mash.  This means that I extract my own malt syrup from whole grain barley by steeping it at specific temperatures, for specific periods of time, at a specific pH.  It gives me more freedom to experiment, and also more room to fuck up, both of which I do a lot, because I’m still inexperienced.
brown_ale_web
The question of how I decided to waste so much time on a brown ale is a relatively easy one: I love brown ales.  I’m attempting an English style brown, because I love big malty flavors and not too much hop bitterness overpowering all the subtle and delicious undertones that can come along with a truly great grain bill.  But I will brew just about anything, with pretty much only one exception:  IPAs.   It’s not that I have anything inherently against IPAs, and a good IPA is a wonderful thing, but by and large I find that most IPAs are shitty, poorly balanced, focus way too much on the hops, and forget that the main ingredient of beer is malted barley.  It annoys me to no end how hard it is to escape them, and so I find it difficult to want to brew them.

Living in Denver, CO, one of the biggest craft brew cities in the US, you can’t brew if you don’t make an IPA.  And why is that?  Because even in the world of brewing (a very small community) you still can’t escape trends and fads.  And that’s all IPAs are: a goddamn silly fad.

IPAs became popular (along with other high alcohol, high hop beers), because they survived the sea voyage from England to India more effectively.  They were practical.  When you add hops to beer you have a few choices open to you: add them early in the boil (lots of bitterness & preservative effects) or add them later in the boil or directly into the fermenter (lots of wonderful aroma).  

Bitterness is also measured with IBUs (International Bitterness Units), and goddamn it, there is such a thing is too much bitterness.  Lots of IBUs aren’t cool.  It doesn’t mean you’ve accomplished something awesome, it just means you dumped a shit-ton of hops into your boil.  Fuck.  If I have to hear another person extolling the wonders of the shitty IPA they’re drinking, just because it’s an IPA, I’ll probably boycott IPAs out of spite.

Now, I recognize that everyone has different palettes, and different tastes, and I will reiterate: I love a good IPA.  But whenever you create a fad, you inevitably over-saturate the market with crap.  And in my opinion, the worst crappy beer you can drink is a crappy IPA.

Drink beer that’s delicious, not beer that’s popular.  Think.  Drink.  Enjoy.  And support your local brewer.

If you wish to submit a question to the Dungeon Master, please e-mail them to dungeonmastermind@gmail.com, or you can Tweet me a question @AskthedDM. And make sure to review the disclaimer.

You can also see me in action in One Die Short.

Posted in Homebrewing | Tagged , , , , , , , | 9 Comments

XP, Leveling and Homebrew Systems

Today we’re going to take a closer look at developing your own gaming system and how to handle the challenges of XP awards and leveling:

Dear DM,

I’ve been developing my own system for awhile now, and I’ve hit a snag.  I tweak the dynamics of the powers and leveling every time, and things always deteriorate in one direction.  When you created your own system, how did you handle XP and skill point distribution, and the acquisition of skills on the players’ behalf?

Thanks for your input, and keep up the great work! 

Your faithful follower,

Zpoon

Along with combat balance, Leveling and Experience can be some of the most challenging aspects of developing your own Roleplaying System.  Unfortunately, the short answer to this question is that the only way to figure these mechanics out for your own system is trial and error.  You have to play a lot and find out what works and what doesn’t, and tweak it from there.  But as always, there’s a longer answer that can help you out a little bit during this process (Actually, a really long answer, so I apologize in advance).

How Much XP?
The easiest place to start with is to figure out if you want to go the hundreds and thousands of experience route, or the smaller scale 5, 10 or 15 XP per adventure route.  The benefits of going bigger is that you leave a lot more room open to give insignificant amounts of XP for things like cooking dinner or performing an interpretive dance.  I prefer smaller numbers, because it simplifies things, but means I only give out XP for meaningful actions.  You can read some more details on my own Level progression system here.

Once you figure this out, the next thing to ask is, “how quickly do I want my PCs to level?”  Let’s say you decide that they’ll end up with 10 to 20 XP in their first adventure (starting at Level 1).  If they’re going to need 20 XP to level up, then they could potentially level after one session.  If that’s too quick for you (which I think most DMs would agree with), then either adjust the amount of experience you’re giving out, or adjust the amount needed to level.

For example: You have them fight 15 monsters and complete 10 skill challenges in their first adventure.  You want them to Level at 20 XP and receive 10 XP each (for 4 Players) during their first session.  That means a total of 40 XP divided among all of them, which works out to be about 1.5 XP per Monster/Challenge.   Once you have that number you know what your starting place is.   So for an easy Skill Challenge and a low level Monster you’re going to want to award between 1 and 2 XP.

Now, the harder part is figuring out how to scale your XP Awards as the characters level up.  Let’s say you know that when they hit Level 4, they’re going to be earning closer to 5 XP per Monster/Challenge.  That means they might be receiving 30 XP each, and so it could be reasonable to decide that they need to earn an additional 60 or 80 XP before they hit Level 5, rather than the 20 they needed earn to reach Level 2.

Some of this you can figure out with simple math, and a lot of it is going to take some time.  The most important thing to keep in mind is your ideal rate of advancement for your Players, and use that to tweak everything else.

Leveling Up
The next thing to consider is how to handle Leveling.  There are 3 basic approaches you can take.   You can have predetermined stat & ability boosts and powers learned, you can have Players choose all of their own, or you can have a mixture of the two.  I go for complete Player customization, but this is also the hardest to maintain game balance with, because you lose much of the control, and it requires a lot more testing.

The important thing to remember here, is that whatever route you take – how abilities, skills, and powers get learned and distributed – doesn’t matter much.  If you want Players to grow exponentially in power, that’s fine.   If you want Level progression to be painfully slow, that’s fine too (but your Players will hate you).  The more important thing to be sure of is that you’re scaling Monsters appropriately.  Measuring Monster strength is tough though, and it requires a lot of time and testing (I know I keep saying this, but it’s important).

You can begin approaching this issue by really dissecting combat as you play.  What ends up being significant in a strong combatant?   Is it their attack roll, how much damage they do, being a good defender, their powers?   Are all of these things pretty evenly weighted?  You can try assigning points to everything starting with your weakest enemy (i.e. 1 point for their Damage, 2 for their Defense, 1 for Initiative, etc.).

Let’s say after doing this you have an enemy whose combat abilities total up to 12 points, and it’s supposed to be a level 1 monster.  If you’re lucky, this technique will scale upward, so that if you have a monster worth 24 points (divided by 12), it would be a level 2 enemy.   If this doesn’t work, then alter it.  If 24 points seems to create a monster more powerful than level 2, maybe you should be dividing your points by 10, 8, or 6, or maybe you’re giving too much weight to one combat ability that you shouldn’t be.

I could go on and on about this topic, but this blog is already too long, so I’m going to cut myself off.  If you come up with more specific questions about this process, please toss them my way, and I’ll do my best to help out.   Good luck, and keep on rolling!

The Dungeon Master

If you wish to submit a question to the Dungeon Master, please e-mail them to dungeonmastermind@gmail.com, or you can Tweet me a question @AskthedDM. And make sure to review the disclaimer.

You can also see me in action in One Die Short.

Posted in DM Advice, Dungeons & Dragons, General Roleplaying | Tagged , , , , , , , | Leave a comment

I Find Your Lack of Dedication Disturbing

This week we take a look at an issue that every DM has dealt with at one time or another:

I have an adventure I’m running in the D&D Next Playtest. My adventure includes 6 party members. 1 member comes when she can due to work schedule conflicts. We easily work around this issue. But my problem is when multiple members don’t show. How do you handle an issue like this? Do you carry on with the adventure without them or do you cancel everything and punish the players who did show? An example is tonight I took the 2 that did show and gave them a spin-off adventure where they were rewarded and the others weren’t. I opened a portal that lead them to a new world.  When done they were transported back and no time passed in the adventurers world.  Do you think I made the right choice?  Thank you for your time and answer.

Scheduling can be a real pain in the ass.  People say they’re going to show up and then text an hour before you’re about to start with some lame excuse about how they have children or need to go the hospital or some crap.  I know… life happens.  It’s just the way of things, and there really isn’t any way around it.  But as DMs we can plan ahead in order to make the unexpected less irritating, and there are 5 very specific things I do to deal with absentee Players.

Explicit Expectations
Right from the get go, before anyone even touches a die or starts thinking about a character, let all of your Players know that you expect them to attend every session.  Obviously you don’t need to be a dick about it (though it might help if you are), people will miss sessions now and again, and that’s okay, but you need to be sure the expectation is there.  Let them know if they turn into an unreliable Player that you don’t have a problem killing off their character and dropping them from a campaign.  This doesn’t need to be something personal, so be sure to talk it over with everyone so that no one ends up crying because they can’t play anymore.  In addition to this, you should discuss as a group the minimum number of Players you’re willing to play with.  If only 3 out of 6 can make it, do we still play, or does it become video game/board game/drinking night instead?

Episodic Campaigns
I have a campaign right now that’s composed of 7 Players, which inevitably means someone doesn’t show up to nearly ever session.  I knew this  coming into the situation, so when I write my adventures I try to break them up into manageable “Episodes” as best I can, with each Episode also broken down into 2 or 3 parts.  An episode is generally meant to take about 3 or 4 hours, and a single part 1 to 2 hours, each ending with a clear and obvious “resting” point.  This makes it easy for me to know when I need to cut off a session.  This might mean ending a bit earlier than we intended, or asking everyone to hang around for another 20 minutes to finish up. It’s a lot easier to explain the absence of a Player during next week’s session when I say the Dwarf had to leave early after everyone spent the night at the inn, rather than the Dwarf suddenly disappearing in the middle of a dungeon crawl.

Personal Quests
When I know in advance that certain Players aren’t going to make it more often than others, I plan out personal quests for them.  These aren’t quests that really get roleplayed, but I will send e-mails summarizing their quest for the week, and sometimes allow them to message me back with decisions.  Most of the time I just tell them what happened though.  I always try to make these quests relevant to the larger Campagin.  This also has the benefit of adding an extra layer of mystery to things.  In the past it has even caused tension and mistrust among my Players, which I always find hilarious.

Plot Devices
In the last campaign I ran I knew my wife wasn’t going to be able to make it sessions regularly due to scheduling conflicts with roller derby practice.  In this situation, I afflicted her with a weird dimensional blinking disease that would cause her to randomly blink in and out of existence.  This made it easy for her character to disappear and reappear whenever I wanted.  I planned this into the larger Campagin, calling it the result of magical experimentation, and making it relevant to the entire party, not just my wife.

Side Quests
As you’ve already suggested (and tried), side quests can be a great idea.  Personally, I try to avoid doing this except in special situations, as they can be a distraction from the main Campaign.  If you do use side quests now and then, it can be helpful to have a few planned out ahead of time that relate to the main Campaign, but aren’t necessary, such as finding a magical item that will make the PCs’ lives easier later on.  In most cases I will simply go ahead with the main story.  However, I won’t move ahead if the characters are all about to meet the major villain and only 2 out of 6 of them are present.  That’s just mean, and even I’m not that horrible.

To Punish or Not to Punish?
At some point a DM will wonder if some sort of punishment is warranted for Players flaking out.  I have tried a lot of things over the years, and also committed some heinous acts in the name of vengeance (in-game).  This has included everything from PCs developing strange venereal diseases, to losing limbs, and even death.  Ultimately, I decided to take a much simpler and more straight forward approach:  If a Player doesn’t give me a week’s notice that they’re not going to make it to a session, I give them 50% of the lowest amount of XP a Player gained during that session.  ”Wait… you still give them XP?” I hear someone ask.  Yes, I know, I’ve gone soft in my old age.  But this helps keep Levels more even, and still makes Players sad because they miss out on all the awesome loot and fun times had by all, and really, missing out on the fun is punishment enough.

Until next time:  Roll it like you mean it!
The Dungeon Master

If you wish to submit a question to the Dungeon Master, please e-mail them to dungeonmastermind@gmail.com, or you can Tweet me a question @AskthedDM. And make sure to review the disclaimer.

You can also see me in action in One Die Short.

Posted in DM Advice, General Roleplaying | Tagged , , , , , , , | Leave a comment

A Battle for the Ages: Mass Combat in D&D

This week on Ask the Dungeon Master we take a look at some ways to run a session of all out war:

Hello,

I have been running a campaign for quite some time now which culminates in an all out war.  There are 5 players and 4 NPC’s assisting.  The scale of this battle has required a ping-pong table with a grid to fit.  My question is whether or not you have any advise as to how to keep the whole battle moving along fluidly without taking too much time away from the players.

This is a problem a lot of Dungeon Masters come up against.  It’s always tempting to add epic battles like we see in Lord of the Rings and Star Wars, but the question is always: how do we make the Players remain important, and how do we prevent the battle from getting bogged down, repetitive and boring?

2003_the_lord_of_the_rings_the_return_of_the_king_100

There are two different, and very specific things I do when I’m faced with a battle of epic proportions.  I have a set of “Mass Combat” rules I make use of, which I’ll go over in a bit, and the most important thing I do is make certain that the Players are valuable.

The last campaign I ran had an episode where the characters needed to help defend a Dwarven city from an invading army.  In order to avoid nothing but attack rolls for the next 7 hours I gave the PCs their choice of some very specific task to try and accomplish to aid their side in the conflict.  I gave the Players 4 different choices:

  • Attack the catapults
  • Defend the gates from the battering ram
  • Defend the walls from climbers
  • Lead a group of soldiers

Each of these is fairly self-explanatory.  For the catapults they needed to find a way to reach them, and then disable or destroy them.  When you give them a specific task, don’t force them to wade through hundreds or thousands of troops to reach their goal.  Give them a way to get there that doesn’t involve provoking 100 Attacks of Opportunity.  Likewise, with the battering ram and wall defense, don’t simply have them stand in one place the whole time killing soldiers as they pour forward.  Give them alternative tactics to use, like dumping gallons of boiling oil on enemies, activating some special defensive system, or operating a catapult.

As for the last option, leading soldiers, I created a Tactics skill for just such an occasion.  You may not want to use this Skill, but you can read about it here, and take away whatever you like.  The main idea is to allow a Player’s rolls and insight to grant a group of soldiers bonuses to their own rolls (this will be important for the next part).

Now, of course while your Players are busy, the battle is still raging around them, so let’s take a look at the Mass Combat rules I came up with to handle this.  (Keep in mind there are other rules you may want to use instead, but mine are pretty simple and straight forward in an effort to keep things moving quickly.)  The first thing you’ll want to do is group each of the enemy and ally soldiers.  If you have a hundred on each side, groups of 10 work well, and if you have 1000, than groups of 100 would be better.  It doesn’t matter how you group them, just so long as you end up with a manageable number of groups on each side, and enemy and ally groups are the same in number.

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Once you have your groups, you’re going to treat these as individual monsters.  They will move together, and attack together, so you only have to roll 10 times instead of 1000.  First, as usual, you’ll need to determine who hits.  Rolling one attack for the whole group doesn’t work well, because it implies that everyone misses if you score a miss.  Instead I use the following table to determine if a hit occurs, and how many:

  • Misses target AC by 7+: No hits scored
  • Misses target AC by 4 – 6: 10% hit at 1/2 Damage
  • Misses target AC by 3 or less: 10% hit
  • Hits target AC: 20% hit
  • Beats target AC by 3 or less: 30% hit
  • Beats target AC by 4 – 6: 50% hit
  • Beats target AC by 7 – 9: 80% hit
  • Beats target AC by 10+: 100% hit

Now all you have to do is multiply your damage roll by whatever number of soldiers successfully hit. If they each deal 1d8+2 Damage, and 20% of a group of 10 hit, that’s 2 people.  So, if you roll 6 Damage, they actually deal 12.  As for Hit Points, multiple the entire group by whatever the average HP is.  If one soldier has 10 HP, the whole group has 100.   12 Damage is enough to kill 1 Soldier, and that’s the end of that groups turn.  Be sure to track all HP and kill off soldiers as necessary.  You may also want to adjust the Hit Percentages above depending on how long/short you want the battle to be.

The Tactics rules I developed work well alongside these Mass Combat rules, but if you choose not to incorporate the Tactics skill, I would still recommend you allow the Players to make rolls and complete certain actions that will grant bonuses to their troops or penalize enemy troops (such as disabling the catapults as mentioned above).  If both sides are evenly matched, you’ll want to give the PCs a good chance of winning.  You’ll need to be sure that they can boost their own army enough to ensure victory.  There’s nothing worse than running an epic battle and realizing halfway through that the PCs have no hope of winning.

Until next time:  Roll it like you mean it!
The Dungeon Master

If you wish to submit a question to the Dungeon Master, please e-mail them to dungeonmastermind@gmail.com, or you can Tweet me a question @AskthedDM. And make sure to review the disclaimer.

You can also see me in action in One Die Short.

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