written by Jim Swallow
artwork by Andi Jones
One problem that can be encountered whilst running a role-playing war is the handling of battles; Usually wargames sit here and role-playing games sit there and never the twain shall meet. There are several systems that come with bolt-on wargames rules - most heavily supported gameworlds will have a set somewhere - but the actual use of them is sometimes problematic. When an RPG has it's own battle rules, there is usually some sort of provision for the conversion of player character stats into their wargame equivalents. Often, PCs will become hero or elite pieces in a tabletop battle, with bonuses to match, but the very nature of a wargame places them in greater jeopardy than might be usually encountered. Of course, there's nothing to stop you using your own set of rules or those of a completely different system. Whatever you use, playing things by the book can lead to situations where the GM has to sacrifice realism for playability, and while this isn't uncommon in RPGs, the more solid mechanics of wargames often don't have as much leeway to fudge things - so a bad dice roll can mean that the PCs' starcruiser is evaporated by a meson cannon or a major plot device is lost when the grape shot hits the powder store, forcing you into a rapid set of scenario rewrites. Some GMs enjoy the challenge of tap-dancing around problems like this, while others plan things down to the tiniest detail to avoid this kind of mishap, but the most common approach is running that fine line between linearity and complete chaos - something usually outside the more precise nature of a wargame text. War Zones Back to Shadis #49 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1998 by Alderac Entertainment Group This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |