How to win the battles of Waterloo, Gettysburg and Hastings
Bite sized rematches: Omniscient Armchair Corporal out-generals the pros.
Any amateur history buff worth their salt has imagined re-fighting a battle and rewriting history. It just so happens that I eat famous battles for breakfast, so I’ve described my legendary skillz in the Alt History section. Napoleon, General Lee and some ‘Medieval Dickheads’ could learn a thing or two from me as I blitz Waterloo, march all over Gettysburg and rewrite 1066 in the Anglo-Saxon chronicle.
So take a step back in time and suspend all notions of the fog of war. In my world, commanders always do what they are told and have excellent cross country navigational skills. My physically exhausted troops can always keep marching, especially on the huge flank manoeuvres that are all the rage with Armchair Generals. Coordinating multiple attacks without radios or even semaphore just happens as my mind wills it.
If I wasn’t allergic to getting up early I would probably join the armed forces and get that world peace thing happening. In the meantime you should check out how to turn the tables in some classic engagements at the 20/20 Hindsight Refight page.
Adding zing to the Fate of the Sky Raiders Traveller adventure
Fate of the Sky Raiders by FASA lacked specific detail, so I have written an addenda to this sci-fi role playing adventure.
‘Fate’ was the culmination of an awesome Traveller trilogy by the Keith brothers. Classic Traveller RPG adventures always looked very professional and unfortunately a bit ‘dry’ too. But any good GM could see the potential in there for jazzing Traveller games up. Insert the “latest” movie ideas (Alien/ Aliens/ Blade Runner/ Star Wars/ Starship Troopers etc) into a game and most of those old adventures could sizzle.
The Sky Raiders trilogy was no exception – with a few tweaks it was Indiana Jones in space. And the concluding episode, became “Raiders of the Lost Space Ark”.
The first two adventures ( The Legend of the Sky Raiders & The Trail of the Sky Raiders) were crackers. The final book, Fate of the Sky Raiders, had heaps of great ideas but I found that it didn’t quite deliver. It had all this great lead up: a 5000 year old space ark with collapsed and devolving societies; treasure from dozens of worlds; ancient tech mixed up with savages etc etc and what do the designers do ? They give us a general description of the asteroid, a vague story arc and leave the interaction down to the GM with some random encounter tables!
Mega let down! Or is it?… coming up with your own personalised version is one of the pleasures of GM-ing. Like most Traveller adventures, there is much fun to be had in the adaptation to your gaming style.
So, putting finger to keyboard, I outlined four major cultures, inserted a few dangerous animals, detailed some interesting locations & encounters, and postulated the ongoing consequences for the Traveller universe. Addenda inspiration came from: Dr Who ‘The Face of Evil’ for the regressing cultures based on ancestral occupations; Robert E Howard’s tale ‘Red Nails’ for the pervading nasty atmosphere of enclosed warring societies; ‘Fast’ zombie movies and H.G.Wells’ Morlocks for the Ghoul society; and of course, the FASA legendary writers, J. Andrew Keith and William H. Keith,Jr for the wicked set up.
Anyway, enough bloggy preamble. Check out the Fate of the Sky Raiders – Addenda
The Awakening of the Wyrms is a role playing campaign set in Tolkien’s Middle Earth in the early years of the 4th Age. Using locations and creatures from Middle Earth Role Playing (MERP) this alternative history involves the awakening of the Dragons of the Withered Heath and the subsequent havoc they wreak on the north.
Obviously I have broken the Tolkien canon a wee bit in that the description of the early 4th age by Tolkien does not go happily for the free folk. This work specifically combines the expansions of I.C.E.’s MERP and Anders Blixt’s awesome Queen of Shadows campaign (https://gondica.wordpress.com/).
I read Blixt’s idea quite a few years ago and only came back to it recently in an urge to get some 4th age action happening. His vision of Sauron’s Daughter pulling the strings in the background (a la the Mule from the Foundation series) was quite inspired but I felt that the overall nature of the campaign was a bit too human- o-centric. The 4th age might be the Age of Men however there are still many classic elements left in Middle Earth that could give this campaign an epic fantasy feel.
Awakening of the Wyrms can be used as an expansion of the Queen of Shadows or as a stand alone campaign. Regardless, I have had fun cobbling together a semi-plausible alt history of Middle Earth’s 4th age.
The campaign narrative along with FAQs and RPG resources is contained in the Middle Earth Menu – see Menu bar at top of page…
or click here 1- Intro & The Legacy of the Enemy
MERP, 4th Age Campaign, Lord of the Rings, Hobbit, Roleplaying, Middle Earth, BotFA, Dragons, Traveller, Civ 2, Fate of the Sky Raiders
Contained herein you will find assorted musings on this and other worlds.
Check out the menu and see what grabs you. The works here are not set in stone. I have posted these few ideas up here as a resource – leave a comment if you see something worth improving / tweaking.
Apologies for any poor grasp of practical military necessities, logistics and ill conceived tactical and strategic howlers. The view from the armchair is as close as the corporal intends to get to serious combat experience!