While I enjoy a good sword fight, I find it even more entertaining when there is a purpose and meaning to the fight. In days of yore, Robb Rodgers and I did this by adding roleplaying elements to our games. We developed storylines with recurring protagonists and antagonists. The results of our battlegame scenarios added to these storylines.
I want to do something similar with the Chimera Legion. Here is the approach I'm considering.
Divide the group into 2 teams. The teams will take turns being protagonists (PCs) and antagonists (NPCs).
The PCs are members of the Legion. In each battlegame, give them a mission to perform (such as defend a village, or wipe out marauding bandits).
The result of the battlegame will move the story forward. If the PCs lose, something bad happens (for example, the village is destroyed or the bandits escape).
I'm looking for ideas to supplement my approach. Here are some ideas I have.
Provide a simple class or skill system so players can individualize their characters.
Provide some means for players to improve their characters, such as levels or learning new skills.
Provide some variety in enemies by adding monsters.
I know that Amtgard has all that, but their rules are overly complex. More importantly, the rules make magic and other rules more important than sword fighting. I want to emphasize skill with the sword, but have elements as supplements. Sword fighting is the cake, while these elements are just the icing.
Anyway, please share any ideas you have in the comments.
Thanks!
Previously, I mentioned a simple class system. Here is the idea I had recently. There are 4 classes, with one ability for each.
Warriors can repair weapons, shields, and armor.
Scouts can employ traps to stop the enemy.
Healers can heal wounds.
Pyromancers can fling fireballs.
Scouts and pyromancers would use Amtgard-style spell balls to represent their abilities.
We can tie the WotS player-ranking system into the abilities. R1s can use their class ability once per life, R2s use 2 per life, and R3 and above get 3 per life.
The class system would only be used for select scenarios. Obviously, I haven't playtested this yet, but I think it would offer some interesting variations to standard battles without degrading the importance of swordplay.