Roleplaying?

Not on My Table!

by Patrick Bailey

Several gamers meet around a large, terrain-covered table, furtively moving stands of miniature soldiers around the field in accordance with their own interpretations of the verses in their tactical bibles. They have met here for this purpose once per week for the last three years, and each knows the others' strengths and weaknesses, knows that Joe can't maneuver cavalry to save his life, that Bob is a master of the fighting withdrawal, and that whenever John shows up he should be given the most expendable troops because he just cannot seem to understand that Landwehr charging uphill into French Guard cavalry will inevitably be slaughtered. If this sounds like your typical gaming session, I have a suggestion to shake things up.

My suggestion is, very simply, roleplaying. I was lucky enough several years ago to attend a presentation on Napoleonic roleplaying at Gencon/Origins, though unfortunately I am unable to remember the names of the gentlemen who gave this interesting presentation. The upshot of the idea is that, while the players may know each others' strengths and weaknesses, the actual commanders themselves don't necessarily know.

On the other hand, players at a convention may not know each other, but the commanders they are running may have served together for years. The example was used of a division commander receiving orders from his superior, and then finding that the actual situation was not compatible with his orders. If the commander knows that his superior is a brilliant strategist, he may decide to follow his original orders anyway. If, on the other hand, he knows his superior is a complete idiot, he is more likely to choose his own path.

Apart from knowing and trusting in each others' abilities, another way in which roleplaying can be fun is when different commanders have different objectives and hidden agendas. Like it or not, some generals were famous for their political motives on campaign. In the above situation, if the corps commander has been recently promoted and the division general feels that he should have gotten the promotion, he might not be very interested in helping the corps commander's plans to succeed. He might actually work against his superior's plans, with the hope of removing and replacing him. Or, fearing the appointment of a rival over him, he may choose to whole-heartedly support his new commander.

In my gaming group we have had a fair amount of success with incorparating roleplaying into our games. We tend to play games in 1: 1 scale, with one player most often controlling one company. For Napoleonics, we use the AGE OF GLORY rules which were published in MWAN #73 : not only do we like them but Mike Pennock hosts most of the games at his house, and it just wouldn't be polite to use something else. Let me give a couple examples of games in which we have employed this variant. Each will include the general background, followed by a brief description of the commanders as supplied to the characters.

CAPTAINS COURAGEOUS

This scenario is set in Austria during the 1809 campaign. The action takes place in the late afternoon on the second day of a battle the Austrians should have abandoned after the first day. The Austrian forces have been driven back, with many units disintegrating into units of company size or smaller. The Austrians are attempting to escape to the north, and the scenario centers on a narrow bridge across a fast-moving river which is unfordable except by very desperate men. Four Austrian commands are heading for the bridge, and four French commands are pursuing.

Austrians

1. Infantry Captain- You are commanding the only intact company (120 men) of your battalion, and you have been given the responsibility of saving the colours. The rest of your battalion is dying in place to give you time to get away.

2. Cuirassier Captain-During a charge you and thirty of your men became separated from your regiment. You have been ordered north of the river to reform with your regiment.

3. Staff Captain- Your uncle, one of the Austrian corps commanders, has become intoxicated after losing his position. You, with his escort of thirty hussars, are attempting to get your uncle and his coach away from the approaching French before he is captured.

4. Artillery Captain- You have the only unengaged battery in this sector. You have four guns and two howitzers with full ammunition chests, two full caissons, and two battery wagons. You have been ordered to get your command to the north where you will be employed in covering the retreat of the army. You have reached the bridge first, but your third weapon to cross has broken through the bridge, and has one wheel wedged between the planks.

French

1. Chasseur Captain- You overheard the Emperor telling your brigade commander last night that he will be given five Legion d'Honneur to distribute to his command today, and you want to win one. You have 130 troopers at your command, and just need to find an opportunity.

2. Infantry Captain- Your battalion was hit hard, and until ten minutes ago you were a lieutenant. You have eighty men under your command, and need to acquit yourself well to be confirmed in your promotion.

3. Grenadier Captain-and
4. Voltigeur Captain- You are from the same battalion. You each have about sixty men left, your battalion major was killed, and as the two senior captains you are the prime candidates for promotion. To the victor go the spoils.

In the above it is easy to see that the Austrians A have to get across the bridge, but they all want to be first. The best chance for all of them is for the infantry to make a stand while a small party escorts the colours to the far bank. If the cavalry supports the infantry, the artillery can clear the bridge and support the other troops from the far bank. However, if pressed, the situation could easily become one of every man for himself. 'Me French are not really working together, and the two senior captains may actually be working against each other, but they all have essentially the same goal.

FUN IN THE SUN

This scenario takes place in Spain during the time period from 1809-1812. The scene is a small Spanish town which is held by a garrison of French troops and Spanish Bonapartists. This peaceful village is being assaulted on two sides by British and Portugese troops under two different generals, and the scenario focuses on one of these assaults.

British

The British players need to keep in mind that their division commander is attempting to beat his old rival into the city, so he will constantly demand progress and suggest changes to make plans develop faster.

1. Rifle Lieutenant- You have asked for the honor of leading the Forlorn Hope in this assault. You have volunteered because you are a gambler and owe a great deal of money to another officer in your battalion, and he is threatening to bring the matter to the colonel's attention. You have no money to pay, but an instant promotion to captain would give you some cash, and it is very hard to tarnish the character of a hero.

2. Rifle Captain- You are currently short of funds, and your mistress desperately needs a new dress for the season in Lisbon. A lieutenant in your battalion owes you money but is unable to pay, in spite of your threats to go to the colonel about it. He is leading the Forlorn Hope, so if he gets in he can pay you, but if he fails and you succeed you will be a major by sundown.

3. Infantry Captain- You are the second son of the Earl of Dunwich. You have just received word that your older brother Thomas has died in London. You can not withdraw from the current mission and can not show any cowardice, but if you survive you can go home tomorrow and take control of the family estates.

French and Spanish

1. Spanish Infantry Captain- You really don't care who occupies this town. Your focus is on your lieutenant, who denounced your father as a traitor. He has friends on the Junta, so you can not call him out, but your motivation for the siege is to get him killed.

2. French Infantry Captain- You really enjoy living in this town. Your mistress, Maria, is expecting, the wine is good, and the temperate climate is really most comfortable. You will fight fiercely to defend the town, but if it looks like the British will get into the town you will abandon the walls to save your mistress and her unborn child.

3. French Infantry Captain- You were on the fast track to success, and then for some reason you were posted to this fly-infested hell-hole in Spain where it is almost impossible to get noticed. You have just been informed that there is a staff position available in Paris with the rank of major, if only you can attract the general's notice in some way.

4. French Cavalry Captain- You command some thirty cavalry of the Imperial Army. Your parents were executed during the Terror because they were minor aristocrats. Your brothers died in Prussia in 1806. You have just received word that your wife and children died of disease in Paris. You are far too honorable to commit suicide, but you are looking for a way to die.

In this example, the British have reasons to work both for and against each other, and the French are even more fragmented. During the actual play of this scenario the Forlorn Hope was wiped out, the other Rifle company almost made it over the walls before being driven back, and the only move made by the other company was forward into cover, to "better support my brother officers without incurring unnecessary casualties. " The Spanish captain got not only his lieutenant but himself killed on the walls, the cavalry captain was shot down in a charge, and the body of the politically motivated captain was looted by the other captain. Thus, players from both sides accomplished their goals, even though the attack ultimately failed.

For our group this is what adds to the fun of the scenario, that it is not necessary to win the battle to win the game. If your gaming has lately seemed to lack the old spark, try a little roleplay! You can come up with dozens of motivations for your commanders, and just to get you started here are a few:

1. The officer was humiliated by a particular enemy unit, and will do anything, up to and possibly including disobeying direct orders, to get his revenge.

2. The officer was decorated for very little reason, and feels the need to earn what has been given to him.

3. The officer has earned his promotion through long service, and wants to show up those who buy their promotions.

4. The officer has contracted the pox, and wants to die in battle before his horrible secret becomes known.

5. The officer is jealous of a peer/superior and wants to disgrace him.

6. The officer is a complete coward who just lost his cozy staff position when the general was cashiered. He is terrified of being in combat, but the only way to get another staff position quickly is to do something brave.

7. The officer aspires to Parliament, and a decoration for gallantry would help him to obtain the necessary support.

These are just a few examples of motivations. Just one note- don't make them so complex that they overwhelm the game itself. There is a point past which the motivations interfere more than they help, so don't get carried away. They should be used to add interest, not to replace the rules of combat or command and control. Above all, try to keep in mind how an officer of the time would act, whatever period you are playing in.

More Roleplaying


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© Copyright 1999 Hal Thinglum
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