cross-posted from: https://lemmy.zip/post/72779747
Maybe it's not the best term for it, but it's the one I'm most familiar with. It's generally used in contrast to combat-as-sport. Combat-as-sport is when combat is treated as a fair and balanced contest of skills and abilities. The DM provided the fight, therefore the fight must be viable, therefore if we play it smart, we should be able to win. Combat-as-war is when you may not know if the DM gave you a fair fight, and even if they did, fuck fair, we want to wake up tomorrow, and the 50/50 odds of that from fair aren't what we're after, so lay traps and ambushes, weaponize every aspect of the terrain, and overall make sure you could smite anything short of the gods themselves in spite of your level, not because of it. Tucker's Kobolds are a classic case of combat-as-war, but waged by the enemy instead of the players. They're deeply entrenched, they've weaponized the terrain to the best of their abilities, and despite their pitiful HD, their tactics and coordination can strike fear into the hearts of mid-to-high level PCs.
I'm trying to get some friends to embrace the OSR style, and I think this is something they could use a new perspective on. They're used to playing the latest edition of D&D, and they get creative sometimes, but they focus so much on their character's skills and abilities, they overlook what the scenario provides them. So what has your group done? How'd you pull the BBEG down several levels earlier than the DM planned? How did you rapidly convert that random encounter into a random loot roll?
Well. The flavor wasn't entirely "war" per se, but the the campaign was pitched as a season of American Gladiator meets the Minotaur of Crete's Labyrinth. Each session was a one shot with the goal of getting and living for as long as you can. The winner is the last person standing. Each session, they got to start over with everything.
they had draw their own maps. There was fog of war. there were patrols moving about and the potential for random encounters (the random encounters were triggered based on a dice roll- a d20 for the outer rings, and a d2 for the inner most ring. a second d20 determinted what they were facing... if the encounter had already been rolled, it goes to the next) they had some sending stones so they could talk to the others... including other competitors... (or so the announcer told them at any rate.)
they started off the labyrinth with a very restrictive amount of gold each session, and had to buy their starting gear, or rely on drops. weapons and such also had durability so they couldn't just evade combat in the outer rings.
it was fun. it was chaotic. it was entertaining.
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