{"id":7292,"date":"2016-11-04T07:22:20","date_gmt":"2016-11-04T12:22:20","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=7292"},"modified":"2016-11-04T07:21:25","modified_gmt":"2016-11-04T12:21:25","slug":"the-gm-awakens-making-combat-massive-part-1","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/the-gm-awakens-making-combat-massive-part-1\/","title":{"rendered":"The GM Awakens &#8211; Making Combat Massive &#8211; Part 1"},"content":{"rendered":"<p><em>This series follows the trials, tribulations, successes, and failures of a fairly inexperienced GM who has recently picked up the hobby after a long time away. It aims to assist new GM\u2019s by examining what worked, didn\u2019t work, and what failed miserably as he spins up new campaigns, modules, encounters, and adventures for his friends and family in Fantasy Flight Games\u2019 Edge of the Empire\/Age of Rebellion\/Force and Destiny system.<\/em><\/p>\n<p>The concept of a combat encounter is part of almost any RPG&#8217;s core.\u00a0 It&#8217;s the encounters that most PCs build their characters around and the kind most players look forward to.\u00a0 Nothing beats blasting a trooper as you escape the detention block, or slicing through a goblin with your sword to get the treasure.\u00a0 For many this is a primary reason we play these games.\u00a0 But there was something I had never considered in my years playing RPG&#8217;s until I opened up and read Fantasy Flight Games&#8217; book, <em>Lead by Example<\/em>, for their Star Wars roleplaying game, <em>Age of Rebellion<\/em>.\u00a0 In among the pages were rules for &#8220;mass combat.&#8221; \u00a0Mass Combat?\u00a0 What?\u00a0 It can be massive?\u00a0 I had never heard of such rules, nor even considered such a thing in any game I&#8217;d ever played or run.<\/p>\n<p>Back in my D&amp;D days, a couple times I had set up a battle as part of a larger one.\u00a0 But this was definitely in a vacuum and the larger battle was just background.\u00a0 A friend in one of my regular Star Wars RPG gaming groups also has set up battles with a larger battle going on behind the scenes.\u00a0 No one I know, however, had ever even attempted a huge combat encounter with hundreds of troops and fighters, maybe thousands, all doing their own thing while the PC&#8217;s fight their own battle in the middle of everything.\u00a0 I know some other RPG lines have mass combat rules pop up once in a while, but none in any RPG I had ever run.\u00a0 This was all new to me.<\/p>\n<p>When you think &#8220;Star Wars&#8221; some of the images that come to mind are huge, sprawling battles in the sky and on the ground all at once.\u00a0 So when I read these rules I immediately knew that this had to be included in one of my upcoming modules.\u00a0 So I spent a couple weeks working out a huge mass combat adventure for one of my gaming groups.\u00a0 I will be using this and the next few articles to explore how to run mass combat in your games by adapting the general idea and spirit of the rules laid out in the Star Wars RPG lines.\u00a0 I will also examine how I structured the adventure, the things that worked, some things that didn&#8217;t work, how to keep everyone in your party involved, and how to make it feel cinematic and connected to the larger events.<\/p>\n<p>The first idea is one that seems quite obvious but one I never put in practice.\u00a0 That&#8217;s the idea of making sure the PC party affects the overall battle going on.\u00a0 Seems obvious enough, right?\u00a0 In previous attempts at a larger battle, the PC fight happened independent of the large battle action and basically made the mass combat become backdrop for the party.\u00a0 Nothing that happened in the battle affected the party dynamically, and nothing the PCs did could affect the overall battle.\u00a0 All that changed when I implemented the mass combat rules in FFG&#8217;s system.\u00a0 The rules are very simple, intuitive, and narrative.<\/p>\n<p>For those that don&#8217;t know, a mass combat adventure in FFG&#8217;s Star Wars system is based on phases.\u00a0 The GM determines what he wants the battle to be and he cuts it into 3, 4, 5, or however many phases the GM needs.\u00a0 It&#8217;s during the phases that the PC&#8217;s do their thing and between the phases where the system determines how those actions affect the overall battle.\u00a0 In between each phase is a &#8220;Mass Combat Check.&#8221; \u00a0A number of dice are rolled determined by the size and type of the attacking forces, the size and type of the defending forces, the leaders of each force, and finally, the PC&#8217;s actions during each phase.\u00a0 In each phase, I also had several objectives the PCs could choose to complete.\u00a0 Each objective had a different affect on the mass combat roll.\u00a0 Finally, the mass combat roll then determines who &#8220;won&#8221; or &#8220;lost&#8221; the larger battle of the phase, as well as having a mechanical affect on the following mass combat check.\u00a0 So, not only do the PC&#8217;s affect each phase, but each phase affects the next.\u00a0 The winner of the very last mass combat check is the winner of the battle.\u00a0 I believe this type of concept can be used in almost any RPG system.<\/p>\n<p>Let&#8217;s look at an example of how the first part of my mass combat adventure was constructed:<\/p>\n<h3>Overview<\/h3>\n<p>The PC&#8217;s arrived at the Defiant Core Rebel Base from <em>Strongholds of Resistance<\/em> in <em>Age of Rebellion<\/em>.\u00a0 During their stay, the Empire invaded the planet and made an attempt to take the base.\u00a0 The PC&#8217;s had to leap into action, along with the rest of the Rebels stationed at the base, and repel the attack long enough to evacuate later.<\/p>\n<h3>Pre-Combat<\/h3>\n<p>The PCs participated in several repairs and improvements of base systems after their arrival.\u00a0 Depending on how well or poorly they accomplished these tasks, the mass combat rolls were positively or negatively affected.\u00a0 For example, the team gunner was able to sight in and calibrate the turbolaser defenses of the base.\u00a0 I made that success allow for boosts to any roll the turbolaser made during battle.\u00a0 I also decided what other defenses the base had, what things the PC&#8217;s had at their disposal, and what the enemy forces comprised of.\u00a0 This gave me the base mass combat check for the adventure.\u00a0 All other things in the adventure would alter this check between phases.<\/p>\n<h3 style=\"padding-left: 30px;\">Phase 1<\/h3>\n<p style=\"padding-left: 30px;\">Imperial cruisers enter orbit.\u00a0 TIE Bombers with escorts begin bombing runs to soften base defenses before the ground forces arrive.\u00a0 The Rebel forces inside the base begin to deploy forces and prepare for ground attack.\u00a0 Fighters are launched to try and shoot down the incoming bombers.<\/p>\n<h4 style=\"padding-left: 30px;\">Objective A<\/h4>\n<p style=\"padding-left: 30px;\">Take out as many TIE Bombers and TIE Interceptors as possible.\u00a0 If PCs shoot down at least two Bombers and two Interceptors, add a boost die for the Rebels in the mass combat check.\u00a0 If they fail, add a setback die to the check for the Rebels representing the fact that several bombers successfully bombed the base.<\/p>\n<h4 style=\"padding-left: 30px;\">Objective B<\/h4>\n<p style=\"padding-left: 30px;\">Improve the base&#8217;s energy shield giving it a boost of power and extending its range.\u00a0 If successful, add a boost die for the Rebels during the mass combat check.\u00a0 If failed, the mass combat is not affected.<\/p>\n<h4 style=\"padding-left: 30px;\">Objective C<\/h4>\n<p style=\"padding-left: 30px;\">Take a speeder and scout ahead to determine the size of the Imperial forces approaching.\u00a0 If successful, add a boost die for the Rebels during the mass combat check.\u00a0 If failed, the mass combat is not affected.<\/p>\n<p>This constituted the first Phase of my adventure.\u00a0 After Phase 1 is complete and the Objectives were met or failed, the mass combat check was rolled, we made adjustments to Phase 2 based on its result, and went on to play Phase 2.\u00a0 Several things worked well for me that I would recommend doing when setting up a mass combat adventure.<\/p>\n<p>For one, I had the individual objectives predetermined with their difficulties and how they would affect the mass combat check.\u00a0 I also determined the narrative and mechanical outcomes if the PC&#8217;s won or lost each phase.\u00a0 I also created enough objectives and catered them to my PC group.\u00a0 The PC group&#8217;s pilot and gunner had ships to shoot down.\u00a0 The group&#8217;s sniper and scout could head off to recon the battle, and the team&#8217;s mechanic had shields he could work on.\u00a0 So, while splitting the party and working back and forth between them, everyone had things to do they were good at.<\/p>\n<p>One thing didn&#8217;t sit too well with me when the first phase was over, however.\u00a0 That was the PCs&#8217; objectives were very segmented.\u00a0 They didn&#8217;t tie together.\u00a0 They were like a list of to-do&#8217;s that while they did affect the upcoming mass combat check, they didn&#8217;t affect each other.\u00a0 The PC&#8217;s weren&#8217;t really working together.\u00a0 Sure they were busy but their actions didn&#8217;t quite sync up.\u00a0 We had to stop our first game session right after Phase 1 ended, and we picked it up the following week.\u00a0 I used that week to improve the rest of the adventure, and inter-weave each smaller battle much more.<\/p>\n<p>In Part 2 I will review the changes I made to the later phases of the adventure and how I improved them.\u00a0 I will then examine ways in which FFG&#8217;s system might be adapted to fit other d20 RPG&#8217;s.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>This series follows the trials, tribulations, successes, and failures of a fairly inexperienced GM who has recently picked up the hobby after a long time <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/the-gm-awakens-making-combat-massive-part-1\/\" title=\"The GM Awakens &#8211; Making Combat Massive &#8211; Part 1\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":1164,"featured_media":236,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[25,970],"tags":[66,65,64,67,61,156,47,181],"class_list":["post-7292","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ask-a-gamer","category-gm-awakens","tag-age-of-rebellion","tag-edge-of-the-empire","tag-fantasy-flight-games","tag-force-and-destiny","tag-gm-advice","tag-roleplaying-games","tag-star-wars","tag-swrpg"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The GM Awakens - Making Combat Massive - Part 1 - d20 Radio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.d20radio.com\/main\/the-gm-awakens-making-combat-massive-part-1\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"The GM Awakens - Making Combat Massive - Part 1 - d20 Radio\" \/>\n<meta property=\"og:description\" content=\"This series follows the trials, tribulations, successes, and failures of a fairly inexperienced GM who has recently picked up the hobby after a long time [...]\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.d20radio.com\/main\/the-gm-awakens-making-combat-massive-part-1\/\" \/>\n<meta property=\"og:site_name\" content=\"d20 Radio\" \/>\n<meta property=\"article:published_time\" content=\"2016-11-04T12:22:20+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2015\/04\/question.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"274\" \/>\n\t<meta property=\"og:image:height\" content=\"184\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Scott Alden\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Scott Alden\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"7 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/the-gm-awakens-making-combat-massive-part-1\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/the-gm-awakens-making-combat-massive-part-1\\\/\"},\"author\":{\"name\":\"Scott Alden\",\"@id\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/#\\\/schema\\\/person\\\/14347eeccae030734174bd4c4bf5f93a\"},\"headline\":\"The GM Awakens &#8211; 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(Rock Chalk, Jayhawk! Just outside Kansas City for those who don't know.) Scott is a veteran of several role playing, table top miniatures, video, and board games, starting with the Atari 2600 when he was 6, and the classic red box Dungeons and Dragons game when he was 12. After a long hiatus away from the hobby, Scott has recently picked up gaming once again, and is running two different campaigns in Fantasy Flight Games' Edge of the Empire\\\/Age of Rebellion\\\/Force and Destiny lines. He is an avid X-Wing miniatures player, as well as Armada, Imperial Assault, Space Hulk, and Rebellion. (His family is obviously a Star Wars family, right?) 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