The document discusses how to handle military engagements in the roleplaying game Dungeon World. It provides guidance for portraying the chaos and brutality of war through descriptions of dead and dying soldiers. It also outlines rules for tracking armies as they engage in battles, including stats for units, examples of common unit types, and how to create custom units. The GM is tasked with honestly portraying the consequences of war using these rules to determine battle outcomes.
The document discusses how to handle military engagements in the roleplaying game Dungeon World. It provides guidance for portraying the chaos and brutality of war through descriptions of dead and dying soldiers. It also outlines rules for tracking armies as they engage in battles, including stats for units, examples of common unit types, and how to create custom units. The GM is tasked with honestly portraying the consequences of war using these rules to determine battle outcomes.
The document discusses how to handle military engagements in the roleplaying game Dungeon World. It provides guidance for portraying the chaos and brutality of war through descriptions of dead and dying soldiers. It also outlines rules for tracking armies as they engage in battles, including stats for units, examples of common unit types, and how to create custom units. The GM is tasked with honestly portraying the consequences of war using these rules to determine battle outcomes.
The document discusses how to handle military engagements in the roleplaying game Dungeon World. It provides guidance for portraying the chaos and brutality of war through descriptions of dead and dying soldiers. It also outlines rules for tracking armies as they engage in battles, including stats for units, examples of common unit types, and how to create custom units. The GM is tasked with honestly portraying the consequences of war using these rules to determine battle outcomes.
War in Dungeon World is messy, chaotic and terrifying. Its not a
thing suited for poetrynot in the lines, trenches and pits that make up the battlefeld. Maybe later, sure, folk will reminisce about heroes who held their ground against a mightier force or the castle that never fell no matter the enemies allayed against it. In the moment, though, war is hell no matter how gallant or honorable you might be. Anyone who ventures onto a battlefeld (even the player characters) is risking life and limb by their merest presence there. Death is the only constant when armies clash. As GM, its your job to portray the cost and outcome of war so that your players know what they risk. Show them the dead and dying; tell them about the battles where a life is worth less than a night of fresh rations. Give them war. In military engagements, as in every other part of Dungeon World, the GM is tasked with honestly portraying the world around the players. To act as their senses in the melee, imparting information about what is happening and presenting, always, the question of what do you do? Tese rules are here to help you do that. Teyre not a stand-alone war game or detailed simulation of moment-to- moment battle. Teyre a set of tools and procedures to help you work out the outcome of battlesboth those the players fnd themselves personally involved in and those taking place in the background of your game without the direct infuence of the players characters. Chapter 2 Military Engagements Handling War in Dungeon World 4 3 Armies A military engagement is made up of two or more sides, which we call armies. Each army is a unifed force under the same command fghting for the same general goal. Tey may not all be trained, disciplined, or even fghting of their own free will, but each force is unifed by a commander. Some may have unusual structure, commanders or qualities that diferentiate them, but ultimately, thats how it works. Units Armies are broken down into units. A unit is a group of people (or monsters, or constructs) that fght together. Each unit has morale which measures the ability of the unit to stay in a fght. Units with more morale are able to fght longer and take more damage before the unit is no longer efective. A unit thats morale is reduced to zero can no longer fghtindividual members of the unit may fee or scatter, but the unit as a whole is done. Morale represents both a units will to fght and their ability to absorb damagefanatical or well-armored units are likely to have higher morale. A units ability to attack is measured by its damage. Damage dealt is subtracted from the target units morale. Tags describe a unit. Tey are a quick way to note that a unit is particularly disciplined or bloodthirsty. As a GM, tags are your guide to portraying a unit. Use them as a source of inspiration or a quick reminder. Tags are particularly interesting when compared and contrastedwhen a unit comes head-to-head with another, their tags can be a good way to know what might happen. Each unit has moves, much like a monster. A units moves are plain descriptions of what its like to be on the ground in combat with that unit. If a unit has the move trample them thats a tool for the GM to use: look for times when members of that unit can ride over someone and trample them into the dirt. Just like monster moves, unit moves are specifc ways for the GM to make moves when that unit is involved. Some units also have one or more special abilities. Special abilities are things that unit can do that a typical unit cant, like regenerate or act well without orders. Each special ability will tell you exactly what it does. Common Unit Tags Fanatic: Te unit is driven by fanatical devotion to some deity, organization, leader, or ideal. A player character issuing orders to a fanatic unit that they share devotion with (say, a cleric of the god of What Lies Beneath rallying the unburied cavaliers) takes +1 to their roll. Flying: Te unit typically stays in the air. It can move over other units safely. Unless its also ranged, the unit must still drop to ground level to engage a non-fying unit. Mobile: Te unit can move faster than the average unit. Usually this means riders on horses or similar beasts. Noble: Te unit is made up of those of elevated station. A player character issuing orders to a noble unit who is not themselves part of the nobility takes -1. Ranged: Te unit can deal its damage to any other unit it can see. Slow: Te unit moves slowly and usually deals less damage (half, rounded down) as it sets afer a move. Heavily armored units that arent mounted ofen have this tag, as do trebuchets and other large weapons of war. Tese are my awards, Mother. From Army. Te seal is for marksmanship, and the gorilla is for sand racing. Now if youll excuse me, theyre putting me in something called Hero Squad. Arrested Development Are we not all of us fanatics? [] Die for one person? Tis is a craziness. Persons change, leave, die, become ill. Tey leave, lie, go mad, have sickness, betray you, die. Your nation outlives you. A cause outlives you. Infnite Jest 6 5 Sample Units Te most common elements of military engagements in Dungeon World are archers, mounted warriors, and foot soldiers. Foot 1 damage 2 morale Te mainstay of any army: the poorly trained, ill-armed, and unprepared. Drive them back with pikes and spears Attack from the second rank Surround them Horse Mobile 2 damage 3 morale Its amazing what a diference a horse, some training, and some armor makes. Trample them Scatter them Attack from an unexpected direction Archers Ranged 1 damage 1 morale Better to kill them from where they cant kill you. Rain down arrows on them Stop their progress Creating Units While foot, horse, and archers are fundamental, a fantasy world allows for much more: sky knights, troll shock-troopers, bullette tanks. As with monsters, creating a custom unit starts with your imagination. Tink through the composition of the unit, its training and armaments, and then use these questions to generate stats for the unit. 8 7 Units As Monsters Some units may be made up of just one larger creature. A dragon, for example, is the size of a unit (and perhaps more dangerous than some units) despite being a single living thing. Any huge monster that can reasonably fght of a unit of footsoldiers can be considered a unit. When single monster unit takes damage from another unit, subtract that amount from the monsters HP, ignoring armor. When a single monster unit does damage to another unit, it deals one damage per discrete form of attack. For example, a dragon would typically do 4 damage to units: 1 for its fery breath, 1 for its saber-like claws, 1 for its vicious bite, and 1 for its sweeping tail. If a single monster unit is fghting multiple units it divides its damage as normal. A single monster unit is still a monster. If the players charge the dragon and start triggering moves normally, the dragon behaves as it normally would: damage as listed in its description, armor, etc. Since unit damage counts against HP the players can efectively use friendly units as support against a single monster unit: the units damage and the players damage both efect HP. Raising an Army Armies are most typically raised by levy: lands under control of whomever is leading the force are expected to provide able-bodied combatants. Te exact number of units provided depends on the steading in which the levy is raised. Calling a levy provides a number of units equal to the steadings defenses (6 for Legion, 5 for Battalion, down to 1 for militia) and then reduces the streadings defenses by one step. Te same process can be repeated, providing more units but also further decreasing defenses, until no defenses are lef. Such extreme levies are likely to provoke the hatred of the people. Armies of stranger creatures are usually raised by capturing (for beasts) or recruiting (for intelligent creatures) over the area that those creatures range in. Te organization tag of the monster type being recruited describes the area of their habitat needed to recruit one unit made up of that creature type: Horde creatures require around 10 square miles of habitat to recruit a unit Group creatures require about 100 square miles of habitat to recruit a unit Solitary creatures require 200 square miles of habitat or more Constructs are a popular source of soldiers for those powerful enough to gather a large number of them. Homonculi are, the argument goes, not truly alive, so better to lose them than a living person. Te resources to build such a force are rare to begin withrare enough that no easy guideline can be given. Te undead are perhaps the most efcient army, efectively allowing you to defeat your enemy and recruit them too. Undead, like constructs, are hard to make. A unit consisting of trained magicians could probably raise an equally sized unit of the undead, given the time and raw materials. Maintaining such magic may render the raising unit less efective. Keeping an Army For each 4 combat-ready units in an Army, one of those must act to provide support for the resthauling supplies, scavenging, hunting, making sacrifces to the Blood God and so on. Supporting units are not battle ready unless the army has had a day or more to prepare their camp. Un-supported units lose 1 morale each day they are unsupported (and dont recover as normalsee below). An army currently billeted in a steading is supported by that steading. To fnd the support provided by a steading, start with 1 for a village, 2 for a steading, 3 for a keep, and 5 for a city. Ten multiply by the steadings prosperity (0 for dirt, 1 for poor, 2 for moderate, 3 for wealthy, 4 for rich), the result is the number of units the steading can support. A steading can be pushed to support units as if it was one step more prosperous, but this requires force and leaves the steading at least one step less prosperous in its wake. 10 9 Forcing a captured steading to billet its invaders is possible, but always reduces the prosperity of the steading by one step. Such steadings are likely to be lawless, but without notable actions by fearless souls (maybe the player characters?) an invading force wont be dislodged without external help. Rest and Recovery Units dont heal quite like living bodies. Individual wounds heal, yes, and bravery returns with time and distance, but the dead dont get up to fght again. (On their own, at least. Usually.) A unit at more than half morale will regain one morale per day of rest and recovery. Un-supported units enjoy no such beneft. Units at less than half morale have sufered real loses and must spend down time in a location where they could recruit similar people (or beasts) to heal past half morale. Units that represent especially large and deadly single creatures on the battlefeld heal two HP per day, no matter how much damage theyve taken. One more reason every army would love a dragon. Engagements When two hostile armies meet in battle, its called an engagement. Te frst step to resolving an engagement is noting each army involved and the units that make up that army. For each army controlled by the GM, note that armys goal within this engagement. Tese are not limits on what the army can do, theyre reminders to the GM for how to portray that armywhat motivates it to act the way it does and how it might allocate units throughout the battle. Once both armies are clear and their goals are decided, look at how the players will be involved. If the players are not present, use the of-screen engagement rules to quickly determine a victor. If the players will interact with the engagementby commanding units, armies, or fghting themselvesuse the full engagement rules. Off-screen Engagements Engagements where the players have no active role are decided by comparing the total morale of the armies involved. Start by totaling the morale of all units in each army. Ten for each army If the army is entrenched or lightly fortifed, +3 morale If the army is heavily fortifed, +7 morale If the army has advantageous natural terrain (high ground, cover), +3 morale If the army is fghting on their home turf, +3 morale Ten compare the total modifed morale for each army. If the diference in morale is 6 or less, the battle is a complete mess. Tere is no clear victor and each side takes heavy losesmaybe as much as half their forces. Both armies are forced to retreat or disband, as suits their command and disposition. If the diference is 79, the side with the greater total morale has won a narrow victory. Both sides sufer heavy losses but only the losing side must retreat or disband. Te winning side holds the feld and, if at all possible, gains their goal. If the diference is 10 or more, the side with the greater total morale has won a decisive victory. Te losing side sufers heavy losses and retreats or disbands, but the winning side sufers only light loses (maybe a quarter of the force) and holds the feld. Tey almost defnitely gain their goal. Detailed Engagements As in all things, players represent chaos. While a battle without player intervention might be quickly resolved by a comparison of factors, players will bring in mad plans and contribute to the outcome as leaders, ground-level combatants, or both. As GM, your top priority is presenting the engagement in present detail to the players. Even if the players are in command, focus on what information their players receivethe battle reports, magical scrying, and their own senses. Te focus of a Dungeon World engagement is always on what the characters see, hear, and do. Remember that these rules do not supersede the Agenda and Principles of a Dungeon World GM. Adhere to those whenever youre called on to make a move. War does not determine who is rightonly who is lef. Bertrand Russel 12 11 Te fow of an engagement is simple: Map the situation Update countdowns Present it to the players Ask what do you do? Update the map Map the Situation Te players knowledge of the engagement will always be limited by their senses and abilities. Short of some powerful magic, theyll never know where every enemy unit is or what they plan to do. As the GM, though, youll need to know. Start every engagement by sketching a quick map in secret. It doesnt have to be perfect or detailed, just make sure you know where all the units are, more or less. Where necessary, take notes on what the units are doing, or what they intend to do. Tis map will change dramatically over the course of battle, so use pencil. Update Countdowns Many things in battle will happen over time (unless some outside force intervenes). As a GM, you can manage these much like your Grim Portents: write down a countdown of what will likely occur and tick them of over time. Just like Grim Portents, these are likely futures, not guarantees. Te actions of the players mayaccidentally or directlychange the course of a countdown. If the fank will break but the players reinforce it, that countdown has changed. Te players have bought the fank some more time, at the least. To create your countdowns, consider your map and look for any place where forces are mismatched, where action is in motion, or where something is changing. Some common examples: Te opposing commander has reinforcements in wait Te catapults will take down the city walls Te Necromancer is performing a ritual For each countdown note the steps to its conclusion. Maybe the catapults are wheeled into place, then start fring, then the walkway atop the wall is gone, then the wall collapses. Update each countdown as you see ft as time passes. Remember they are both prescriptive and descriptiveif the players use some clever magic to weaken the wall early, the catapult countdown would move more quickly. Present it to the Players Once you know the general state of the battlefeld, present that state to the players. Whatever you do, dont just show them your map. Present to them what their characters would know. Tell them of the banners cresting the hill, or the winded runner reporting that the shield wall has broken. Always focus on what their characters perceive of the battle. It is crucial that you consider the available information to the players (by mundane means or otherwise) and paint a clear picture of what they perceive. Remember to portray a fantastic world! Make use of tools to present this as needed. At the very least sketch the situation (or suggest a player does it). If you have the materials on hand, consider using note cards to represent each unit, with whatevers handy (other notecards, a bottle of beer, some dice) as terrain features. Present only the information the player characters can ascertain, but be generous within that. Te player characters probably know the approximate strength and dedication of their units, so you can let them see their morale and damage. Tey know how their units fght, so they can see their moves. When a unit takes damage, you can reveal the exact amount or not, based on your judgementcan the player characters tell, from the information they have, how close that unit is to breaking? Ask What do you do? With the situation established, see what the players do. Find out what happens. As usual, listen to what they do for moves that trigger or golden opportunities. Make your moves, hard and sof, as befts the situation. Tis is you, being the GM. 14 13 Update the Map When theres a lull in the fghting, or some time has passed (your call exactly how long) update the map. Any two units in contact with each other deal their damage to each othersubtract each units damage from the other units morale. If a unit is in contact with multiple enemy units it usually divides its damage equally amongst them. Especially disorganized units may not divide their damage at all, while trained units may divide their damage as their commander orders in a particularly efective manner. A unit that is not ready for a specifc attack but is otherwise prepared for battle (a surprise assault from the rear, for example) deals no damage. A unit that is not ready to fght efectively has 1 morale: any attack will rout it. Also subtract morale from units based on the players actions (see below for a guide to what player actions may afect morale). Move each unit (if the unit cares to move). Unless otherwise noted by tags or special abilities, units move in combat about as fast as you would walk over the same terrain. Modify this if the unit has a particularly speedy method of travel - theyre on horseback, they can fy or teleport, etc. Units generally try to follow their orders as best they can, moving as best fts those orders, modifed by their tags. Tough, see Players in Command below. Players in Battle When a player character goes into battle amongst larger units the GMs job is the same as always: present the world around them honestly, ask what do you do?, and watch for moves being triggered. To the player characters units are not cohesive wholes but collections of individual monsters. Te creatures that directly engage the characters are treated as normal: use the typical monster stats or create them as needed. Te actions of the rest of the unit, the other creatures that fght alongside the monsters directly engaged with the characters, are represented by the units moves. For example, when fghting some goblin pikemen the GM will describe the actual creatures the players facetheir squishy green skin, pointed teeth, crude armor, and cruel barbed pikes. As the players fght the pikemen directly in front of them, the GM will use both the monsters moves and the units moves. At one point a bad roll may give the goblin an opening to drive a poisoned barb into their gullet, while later the GM uses the units attack from the second rank move to have another pike come at the players from an unexpected direction while they concentrate on the threat before them. In general a player character doesnt directly do damage to a units morale. Instead, present the player with the challenges and opportunities of battle. If they have a chance to break the enemy line, show it to them. If theyre engaged with two units, see which they focus on. If a player does something that impacts the structure or organization of a unit, such as: Killing their leader Cutting of their communication Slaughtering (or otherwise taking out of the battle) a considerable amounta quarter or more, most likely Tey subtract one from the units morale. Tat means that a single decisive act may be able to route a weak unit, if the players are willing to wade into battle themselves. Players in Command Whether through fear, loyalty, or trickery the players may have gained command of one or more units. Any player character in command of a unit has access to this move: When you issue orders to a unit of soldiers you command, roll. If you give the orders in person, +CHA. On a 10+ the orders are received intact and the unit follows them as best it can. On a 79 something gets lost along the way: the GM will modify the orders in some way; the unit carries out the mangled orders as best they can. On a 6- something goes seriously wrongthe GM will either modify the orders dramatically, replace the order with whatever the unit desires, or have the unit hold its ground. If the players choose to lead from the front theyll also be fghting for themselves, trying to save their own hide and support their unit. Tis does give them more accurate information on the current situation, 16 15 and closer command with, but they risk their own life and limit their knowledge of the battle as a whole. Consider any battle youre in the middle of an imminent threat. To give orders while fghting for your life defnitely qualifes as a danger to be defed. Leading from the rearfrom a command post or fortressallows the player characters some safety but limits their information and control of their forces. Scouts, runners, and magical communication are likely to be very important to any player characters leading from safety. Just because the players are not in the thick of a battle doesnt mean theyre not involved. Without lines of communication to their units, characters will have a hard time justifying the use of the move that allows them to issue commands. Consider whether it is possible before the dice hit the table. If a unit is in panic, routed or otherwise cut of, they cannot receive orders. Present the battle to them as their characters would see it: maps, tokens, strategic reports and advisors. Te war room may not be as bloody as the battlefeld, but just as many enemies and allies can be found there. Consider both the battle-at-large and the battle-in-the- moment. Look at your GM moves and consider how they can help you portray the mess and glory of a war in progress. Splitting Them Up Sometimes player characters will split up in battle such that some have much more to do. If Gregor chooses to lead from the front while Avon takes command of the other units from a glorious tent of the feld of battle Gregor will typically have more to domore moves will trigger, theres more action in his face. Tis is only a problem if it isnt what your players want, so ask them about it. Let Avons player know that leading from the rear probably means spending less time focused on Avons actions, and ask if thats okay with them. If its not, ofer Avons player an NPCmaybe some previously established sergeant or a random footmanwho will be in the midst of battle whom that player can play during the battle. Quickly stat out the NPC as a player character and move on. GM Moves In Battle All of your normal GM moves apply just as well in battle. You can still separate them with an enemy charge, or put them in a spot with a hard decision to be made. Here are a few new, battle-specifc moves that you can use as well: Sew confusion and disorder Act on a larger scale Turn the tide Show side-efects of their actions Sew Confusion and disorder Whatever plans were made in the mead halls and lords tents cant stand up to the real madness of battle. Show the players how far beyond their control the situation is. Spread rumors from the ranks. Report something distorted by the fog of war. Show that things were not as the spies and scouts reported. Act on a larger scale Even if the players command an entire army, they are still grains of sand amidst the great tide of battle. Instead of bringing a single axe in the hands of a lone orc to bear on them, bring an entire phalanx of orcs up the center. On a small scale, the players may be powerful. Tey can hack a man in two or bend a mind with a thought. An engagement is a chance to show them how small they arewhat happens when a hundred come against them instead of one or two? Turn the Tide Just like moves, battles snowball. A small advantage compounds to become a big one. When the time is right, fnd some small turning point and shif it. Maybe the characters actions draw the attention of the enemys reserves. Maybe their charge leaves them isolated and surrounded. Dont worry about the end result, just start the snowball rolling. In modern war you will die like a dog for no good reason. Ernest Hemingway War is peace. Freedom is slavery. Ignorance is strength. Te Ministry of Truth, 1984 18 17 Show side-effects of their actions When characters get involved in battle, it complicates everything. It adds a certain chaos to an already manic environment. Show the players something they didnt expect or see coming as the result of their actions. Turn their intentions on their ear. Dont steal a victory away or give in when they fail, but show how the chaos of the battlefeld emerges from their activity. Tink about the Butterfy Efect. Players are the butterfy, the battle is the hurricane. Use this move across players, too when the Barbarian beheads the captain of the Invoker Corp, whose body explodes sending wild energy throughout the ranks, show the Cleric who watches from his cloud-platform overhead the results of that action. Illustrate the ripples. The Soldiers Life Now you know how to handle mass combat in Dungeon World youve got the tools to both fgure out how two units compare and throw the players into battle. Its time to explore what war in Dungeon World looks like. Recruitment Most living souls on a battlefeld in Dungeon World are conscripts, called to battle through feudal obligations, intimidation, or other means. More efective but less numerous are professional soldiers: mercenaries and loyal men-at-arms. Least numerous are the ruling military class, lords and ladies going in to battle fully-armed and -armored, usually mounted, with squires and pages to serve them. As an adventurer youre efectively already a professional combatant and youre likely to be used as one. Tis means either fghting in the midst of similarly skilled irregulars or taking charge of a rabble of pressganged peasants. If youre lucky enough to enjoy some notable standing or noble blood you may have a greater command and the support of squires and pages. Going Into Battle For those forces without access to masses of trained combatants or magical communication, the most viable battle plan is typically to rush at each other and hope the other side breaks frst. Typically foot and horse will face their opposite number with archers supporting as possible. Tis plan of battle is simple by necessity: communication is limited to horns, banners, and drums. Such simple lines of communication allow for few tactics beyond sending forces into battle. Direct combat is by no means boring, though. For those soldiers on the ground even such a simple clash quickly becomes a mess of blood. Even if your duty is only to lead your peasants forward into their opposite number be prepared for the chaos that will follow. Magic and other oddities allow for more modern tactics. Consider the spells and abilities at your disposal and what tactics they allow. Sometimes this is obvious (Telepathy alone changes the pace of communication), sometimes not. Remember that every spell and ability happens in the world of your character, not just the rulesa Magic Missile could easily be used as a signal of a sort by casting it at a pre-arranged target, never mind the damage. Rocks Fall, Everyone Dies Large battles with many units may include engines of war such as catapults hurling boulders from afar. Typically these are most efective when one side is behind fortifcations of some sort, or when the battle is very largelacking any signifcant accuracy a catapult can hardly be used against a single unit. As with most parts of medieval warfare, magic changes everything. If the gods decree that a stone will hit a destined spot a catapult goes from a siege weapon to a tactical strike. Savvy commanders would likely invest in counters magical or mundane (moving their command a distance away or magically obscuring their true location perhaps). Use the damage guidelines in the core book for those caught in some artillery barrage (from d4 if it bruises at worst to d10 if it might kill an average person). Remember that damage represents generalized harm. Being crushed under a boulder isnt damage, its death. As always, follow the fctional world: if something would clearly kill a person, it kills them. If it would clearly debilitate them, give them a debility. If it might cause some injuries, roll damage. When theres a question, if its a PC, give them a chance to Defy 20 19 Danger. If its not a PC, follow your GM principles and agenda (which generally means they go squish). Ambushes and Other Disasters Writers and sages agree: the most efective tactic is fghting someone who isnt fghting you back. A completely unexpected attack against an unprepared force is more likely to be a slaughter than a battle. More likely the defender is ready to fght, but is not expecting the strength of the assault or the direction it comes from. A large part of success in battle is in arraying your forces to allow such surprise attacks. Holding back a reserve to enter battle later, concealing your true strength behind an illusion, or teleporting into battleany way you can catch an enemy by surprise gives you a decisive advantage.