I was thinking of having wolves and dire wolves attack the town square (the wolves serve a werewolf BTW). But I think that my players would probably just run away, and I don't see why the wolves would follow. I was also wondering how they'de deal with the town guard protecting the town square.
How do I run such a big scale combat with civilians and guards and the monsters and players? And how do I avoid them just leaving the scene?
Any help is appreciated, much thanks in advance:)
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I would have people do what you would expect them to do.
Civilians would attmpt to run away, to try to find protection my running into buildings and shutting the door (possibly locking it to protect themselves bt prevent others from entering).
The guards will defend the town fighting the wolves unless it is clearly an hopeless cause but may use tactics such as going to the second storey of a building and fire arrows at the wolves.
For the wolves a lot depends on what their master tells them to do. If the werewolves are not present (possibly in wolf form) there instructions would need ot be quite simple (attack and kill as many as possible, or attack a particular person).
How big a scale of combat are you thinking of? A couple of dire wolves half a dozen wolves and a few guards is managable roll initiative in groups (all the guard together, maybe split the wolves into two packs etc). If you want the incurrion to be much bigger than this I would just have them fight "off stage", the party are in one part of the square and they are aware that the guards are fighting in other parts, but you are not actually rolling the combat. If the party win easier than expected then the wolves from other parts of the town can move into where they are, if the party are struggling guards from other parts of town can move in after their area is cleared, I think it best however that the size of the incursion should be such that the party know they are capable of affecting the result (especially if there is a chance they will run away).
If the players run away there should be consequences. Maybe have a lead for something they want to be the head of the guard of the town, when they return they find he was killed in the attack resulting in them either being unable to complete that "quest" or having to complete it a much harder way. If before the attack the party revealed themselves to be adventurers have one of the townsfolk recognise them as the adventurers who bragged about their exploits in the inn but left the townsfolk to die (possibly have the whole town shun them so they can not stay at the inn or buy provisions etc)
When I run the occasional town combat, I usually like to have the civilian townsfolk running around in random directions in a panic. Keep them mixed in with the wolves, so the casters can’t just rely on a well-placed AoE to wipe all the wolves.
I don’t know what to tell you about the running away part. What kind of adventurer runs away from a bunch of wolves? I’m having a hard time understanding that.
I recently ran a combat encounter in a town square when a troll entered Hommlet in my GREYHAWK camapign. I selected a map for Roll20 that featured stalls and buldings, i placed some animals, and comoners throughout the town square, as well as guards. The players heard noises in the distance from the commotion when the troll arrived, and by the time they reach the center town square, the troll had already killed several townfolks and guards and people were screaming and running in every directions, with animals in panic as well. Basically, the party was faced with the decision to also run away or towards it to help defend Hommlet. They enngaged the troll and more townguards later arrived to help. I put a lot of emphases on the danger it posed, and the damage it had already cause to town buildings and people.
In the case of wolf pack attack, i'd use similar emphases of townfolk in danger and would perhaps even let the party make some check to determine that they seem under the influence of someone, that the attack seems very coordinated for such beasts and that it's unusual to see wolves attack that far deep in a town rather than on its fringe, as if they were commanded.... May be to drop a clue of werewolves involvement i'd have one of the wolf disdainfully repulsed from a stall with fresh belladonna hanging to try. Near the end of combat, everyone could hear in the distance some howlings calling the wolf back etc.. This way the party could figure the attack was coordinated by other creatures more intelligent with a purposes and might decide to track the fleeing wolves to uncover more.
Something I do sometimes in situations where there are guards or soldiers that logically should be assisting in the battle is just make the group of enemies much larger than the players could reasonably handle, then frame it as the guards are fighting a separate group of enemies off to the side. Also, just put a likeable NPC in danger somewhere in the middle of the chaos, that way the players will feel compelled to stay and fight off the wolves instead of just running off and trusting the guards to handle it.
How big a scale of combat are you thinking of? A couple of dire wolves half a dozen wolves and a few guards is managable roll initiative in groups (all the guard together, maybe split the wolves into two packs etc). If you want the incurrion to be much bigger than this I would just have them fight "off stage", the party are in one part of the square and they are aware that the guards are fighting in other parts, but you are not actually rolling the combat. If the party win easier than expected then the wolves from other parts of the town can move into where they are, if the party are struggling guards from other parts of town can move in after their area is cleared, I think it best however that the size of the incursion should be such that the party know they are capable of affecting the result (especially if there is a chance they will run away).
I didn't have a set size, I was thinking that the guards couldn't take on the whole force by themselves, but yeah, the party could probably sway the result. Looking at TransmorpherDDS' idea, I think I might use that to help scale the combat if the players help.
When I run the occasional town combat, I usually like to have the civilian townsfolk running around in random directions in a panic. Keep them mixed in with the wolves, so the casters can’t just rely on a well-placed AoE to wipe all the wolves.
I don’t know what to tell you about the running away part. What kind of adventurer runs away from a bunch of wolves? I’m having a hard time understanding that.
One of my players is new to D&D. They are a writer and are trying to fit D&D into storytelling and tell me that right now they are "A reactionary hero" meaning that they act in response to the enemies actions, and that they will become an "Actionary hero" when they feel it works for their characters arc.
They've partially convinced another player of this and now the party is mostly just watching out for their own heads. I don't really know what to do.
I'll try and implement Plaguescars ideas about getting the players to help. That might work.
I was thinking of having wolves and dire wolves attack the town square (the wolves serve a werewolf BTW). But I think that my players would probably just run away, and I don't see why the wolves would follow. I was also wondering how they'de deal with the town guard protecting the town square.
You could make it clear that the town guard are out of their league in the fight, and if the party runs away they will all die along with many civilians. If they still run, they deal with the consequences of being labeled "The Cowards of Freehold" or something similar.
When I run the occasional town combat, I usually like to have the civilian townsfolk running around in random directions in a panic. Keep them mixed in with the wolves, so the casters can’t just rely on a well-placed AoE to wipe all the wolves.
I don’t know what to tell you about the running away part. What kind of adventurer runs away from a bunch of wolves? I’m having a hard time understanding that.
One of my players is new to D&D. They are a writer and are trying to fit D&D into storytelling and tell me that right now they are "A reactionary hero" meaning that they act in response to the enemies actions, and that they will become an "Actionary hero" when they feel it works for their characters arc.
They've partially convinced another player of this and now the party is mostly just watching out for their own heads. I don't really know what to do.
I'll try and implement Plaguescars ideas about getting the players to help. They might work.
That's why you need to put an important NPC in danger in some way... whether it's someone in a friendly relationship with one of the players, or if it's just someone they need to get information from who's suddenly surrounded by wolves. Even if they still choose to just run away, then they're facing the repercussions of their decision to protect themselves over others. It could be a real "Uncle Ben" moment for the party where they realize how much they could have done if they had stayed and helped.
When I run the occasional town combat, I usually like to have the civilian townsfolk running around in random directions in a panic. Keep them mixed in with the wolves, so the casters can’t just rely on a well-placed AoE to wipe all the wolves.
I don’t know what to tell you about the running away part. What kind of adventurer runs away from a bunch of wolves? I’m having a hard time understanding that.
One of my players is new to D&D. They are a writer and are trying to fit D&D into storytelling and tell me that right now they are "A reactionary hero" meaning that they act in response to the enemies actions, and that they will become an "Actionary hero" when they feel it works for their characters arc.
They've partially convinced another player of this and now the party is mostly just watching out for their own heads. I don't really know what to do.
I'll try and implement Plaguescars ideas about getting the players to help. They might work.
That's why you need to put an important NPC in danger in some way... whether it's someone in a friendly relationship with one of the players, or if it's just someone they need to get information from who's suddenly surrounded by wolves. Even if they still choose to just run away, then they're facing the repercussions of their decision to protect themselves over others. It could be a real "Uncle Ben" moment for the party where they realize how much they could have done if they had stayed and helped.
Hmmm... They're in a new town, so it's kind of hard to find NPC's they like. Should I then run the encounter after they've been in town for a day?
I feel like if you run the encounter as what happens when they first arrive in town, it does make sense that the players wouldn't feel compelled to join in on the fight beyond their own personal survival. But if they spend at least an hour in town, maybe meet a friendly figure in the tavern they'll feel more compelled to help when people get in danger. There's something they recommend for avoiding the Bystander Effect, which is where people in a crowd tend to not actually help in emergency situations because everyone assumes that someone else is already doing something... if the person in danger looks at a single, specific person and asks them to help, that individual is far more likely to actually intervene instead of just shouting for help and everyone waits for the "hero" to come forth and solve the problem. Introducing named, likeable NPCs helps to motivate players by making them feel like they're directly involved.
I was thinking of having wolves and dire wolves attack the town square (the wolves serve a werewolf BTW). But I think that my players would probably just run away, and I don't see why the wolves would follow. I was also wondering how they'de deal with the town guard protecting the town square.
How do I run such a big scale combat with civilians and guards and the monsters and players? And how do I avoid them just leaving the scene?
Any help is appreciated, much thanks in advance:)
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.I would have people do what you would expect them to do.
Civilians would attmpt to run away, to try to find protection my running into buildings and shutting the door (possibly locking it to protect themselves bt prevent others from entering).
The guards will defend the town fighting the wolves unless it is clearly an hopeless cause but may use tactics such as going to the second storey of a building and fire arrows at the wolves.
For the wolves a lot depends on what their master tells them to do. If the werewolves are not present (possibly in wolf form) there instructions would need ot be quite simple (attack and kill as many as possible, or attack a particular person).
How big a scale of combat are you thinking of? A couple of dire wolves half a dozen wolves and a few guards is managable roll initiative in groups (all the guard together, maybe split the wolves into two packs etc). If you want the incurrion to be much bigger than this I would just have them fight "off stage", the party are in one part of the square and they are aware that the guards are fighting in other parts, but you are not actually rolling the combat. If the party win easier than expected then the wolves from other parts of the town can move into where they are, if the party are struggling guards from other parts of town can move in after their area is cleared, I think it best however that the size of the incursion should be such that the party know they are capable of affecting the result (especially if there is a chance they will run away).
If the players run away there should be consequences. Maybe have a lead for something they want to be the head of the guard of the town, when they return they find he was killed in the attack resulting in them either being unable to complete that "quest" or having to complete it a much harder way. If before the attack the party revealed themselves to be adventurers have one of the townsfolk recognise them as the adventurers who bragged about their exploits in the inn but left the townsfolk to die (possibly have the whole town shun them so they can not stay at the inn or buy provisions etc)
When I run the occasional town combat, I usually like to have the civilian townsfolk running around in random directions in a panic. Keep them mixed in with the wolves, so the casters can’t just rely on a well-placed AoE to wipe all the wolves.
I don’t know what to tell you about the running away part. What kind of adventurer runs away from a bunch of wolves? I’m having a hard time understanding that.
I recently ran a combat encounter in a town square when a troll entered Hommlet in my GREYHAWK camapign. I selected a map for Roll20 that featured stalls and buldings, i placed some animals, and comoners throughout the town square, as well as guards. The players heard noises in the distance from the commotion when the troll arrived, and by the time they reach the center town square, the troll had already killed several townfolks and guards and people were screaming and running in every directions, with animals in panic as well. Basically, the party was faced with the decision to also run away or towards it to help defend Hommlet. They enngaged the troll and more townguards later arrived to help. I put a lot of emphases on the danger it posed, and the damage it had already cause to town buildings and people.
In the case of wolf pack attack, i'd use similar emphases of townfolk in danger and would perhaps even let the party make some check to determine that they seem under the influence of someone, that the attack seems very coordinated for such beasts and that it's unusual to see wolves attack that far deep in a town rather than on its fringe, as if they were commanded.... May be to drop a clue of werewolves involvement i'd have one of the wolf disdainfully repulsed from a stall with fresh belladonna hanging to try. Near the end of combat, everyone could hear in the distance some howlings calling the wolf back etc.. This way the party could figure the attack was coordinated by other creatures more intelligent with a purposes and might decide to track the fleeing wolves to uncover more.
Something I do sometimes in situations where there are guards or soldiers that logically should be assisting in the battle is just make the group of enemies much larger than the players could reasonably handle, then frame it as the guards are fighting a separate group of enemies off to the side. Also, just put a likeable NPC in danger somewhere in the middle of the chaos, that way the players will feel compelled to stay and fight off the wolves instead of just running off and trusting the guards to handle it.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I didn't have a set size, I was thinking that the guards couldn't take on the whole force by themselves, but yeah, the party could probably sway the result. Looking at TransmorpherDDS' idea, I think I might use that to help scale the combat if the players help.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.One of my players is new to D&D. They are a writer and are trying to fit D&D into storytelling and tell me that right now they are "A reactionary hero" meaning that they act in response to the enemies actions, and that they will become an "Actionary hero" when they feel it works for their characters arc.
They've partially convinced another player of this and now the party is mostly just watching out for their own heads. I don't really know what to do.
I'll try and implement Plaguescars ideas about getting the players to help. That might work.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.You could make it clear that the town guard are out of their league in the fight, and if the party runs away they will all die along with many civilians. If they still run, they deal with the consequences of being labeled "The Cowards of Freehold" or something similar.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
That's why you need to put an important NPC in danger in some way... whether it's someone in a friendly relationship with one of the players, or if it's just someone they need to get information from who's suddenly surrounded by wolves. Even if they still choose to just run away, then they're facing the repercussions of their decision to protect themselves over others. It could be a real "Uncle Ben" moment for the party where they realize how much they could have done if they had stayed and helped.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Hmmm... They're in a new town, so it's kind of hard to find NPC's they like. Should I then run the encounter after they've been in town for a day?
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.I feel like if you run the encounter as what happens when they first arrive in town, it does make sense that the players wouldn't feel compelled to join in on the fight beyond their own personal survival. But if they spend at least an hour in town, maybe meet a friendly figure in the tavern they'll feel more compelled to help when people get in danger. There's something they recommend for avoiding the Bystander Effect, which is where people in a crowd tend to not actually help in emergency situations because everyone assumes that someone else is already doing something... if the person in danger looks at a single, specific person and asks them to help, that individual is far more likely to actually intervene instead of just shouting for help and everyone waits for the "hero" to come forth and solve the problem. Introducing named, likeable NPCs helps to motivate players by making them feel like they're directly involved.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium