Battlefields as an Adventure Location

I was reading this post:<br />http://rpgathenaeum.wordpress.com/2010/02/03/using-battlefields-as-adve… /><br />on developing the character of a location for a D&amp;D campaign and its good material that I would recommend.<br /><br />However, when I first read the headline my imagination went to an adventure taking place on a battlefield while the battle was being fought. <br /><br />Now I like the idea of a battlefield being used for an adventure location after the fact with rusting hulks of destroyed tanks, maybe a monument or two as well or unexploded munitions (or spells) and in the case of fantasy undead rising from their mass graves to plague the living that dare to cross the field. This is really about showing the consequences of a battle.<br /><br />On the other hand using a battlefield while the battle is raging and where the PC's objective is different from or not wholely aligned with that of the army commander is far more interesting. To be sure the Star Spawn of Volturnus module did this sort of thing but the PCs are part of the army command and must push the battle to a successful conclusion and the encounters in the battle are actually snapshots from the battle.<br /><br />What I'm thinking of is something different.<br /><br />First off you need a battle map that will chart the flow and progress of a battle. You might even require more than one map to do this or it might be easier for you to see whats going on on the battlefield by having multiple maps show the placement of troops at different periods in the battle.<br />The map from the Battle of Volkos is a good example:<br /><img src="/files/u4436/battleofvolturnus.jpg" width="765" height="577" /><br />The PCs will need a map as well and will decide where they are moving to on the battle field during strategic turns (a strategic turn is turn is a non combat turn: generally it can be any length of time that suits but mostly I use 10 minute turns, if combat happens during a strategic turn the scale of turns is shifted to tactical turns or combat rounds and the combat is resolved before shifting back to strategic turns). <br />Thus the game plays out with the PCs making decisions about their actions and the referee informing them of what they see, hear and experience. A map that charts the flow of a battle or a map and a timeline of a battle will be crucial here as the PCs could be on a particular spot and the fighting could be a kilometer away or they could be there and shells are reigning down. <br /><br />They will of course have opportunities to impact that battle: should they be close to the front when an enemy break through happens and said breakthrough is likely to cause the whole flank of the army to be rolled up and lead to a route of the side they are nominally freinds with this could be very bad for them so they might intervene. Should the PCs intervene in a may that impacts the outcome of the battle the referee will need to adjust and extrapolate the consequences of that. (Having an extra map to mark on might come in handy).<br /><br />on a modern battlefield or sci fi one the PCs will want to be gathering as much information- signal intel, as they can to formulate the best picture of the battlefield as possible as this will inform them of their movement options if they are seeking to aviod getting caught up in the fighting.<br /><br />A table or chart of NPC reactions will be handy: medics encountering the PCs will have a diferent reaction than, military police looking for deserters or an officer trying to rally troops etc.<br /><br />Depending on the situation the PCs might even be detained and brought be for a commander.<br /><br />Their relationship to the army and its command staff will need to be outlined. There should be opportunities for clues to finding their objective.<br /><br />PCs objective: Person, place or thing a lot will depend on the situation.

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