Hi All,
I'm looking for ways to make a mass battle more interesting for the player characters -- something more than just endless to hit and damage rolls. I'm getting ready to run a game where the players start out in the midst of a battle: one of the Shemitish city-states versus a Turanian army. I already know *how* the battle will end (Shem loses after suffering a betrayal from within), but I want the characters to do things, you know?
In the first phase, the characters (who are mercenaries for Shem) are dispatched to the right flank to dig in and hold. I have a Turanian champion calling out the strongest, then an opportunity to fight over the body of the fallen champion (assuming it's the enemy who bites it) in order to gain a morale bonus, followed by a withering arrow storm and a charge. In the second phase, the right crumbles after being betrayed and the players . . . the players what? My mind goes blank here.
Ultimately, the players are either captured by the Turanians and taken off in chains, or slip away to regroup at a haunted village before plotting their vengeance against those who betrayed them. But, I need some way to make the battle memorable.
Any ideas?
Thanks in advance!
Best,
Scott
I'm looking for ways to make a mass battle more interesting for the player characters -- something more than just endless to hit and damage rolls. I'm getting ready to run a game where the players start out in the midst of a battle: one of the Shemitish city-states versus a Turanian army. I already know *how* the battle will end (Shem loses after suffering a betrayal from within), but I want the characters to do things, you know?
In the first phase, the characters (who are mercenaries for Shem) are dispatched to the right flank to dig in and hold. I have a Turanian champion calling out the strongest, then an opportunity to fight over the body of the fallen champion (assuming it's the enemy who bites it) in order to gain a morale bonus, followed by a withering arrow storm and a charge. In the second phase, the right crumbles after being betrayed and the players . . . the players what? My mind goes blank here.
Ultimately, the players are either captured by the Turanians and taken off in chains, or slip away to regroup at a haunted village before plotting their vengeance against those who betrayed them. But, I need some way to make the battle memorable.
Any ideas?
Thanks in advance!
Best,
Scott