When it comes to tabletop roleplaying games (RPGs), wars are one of those things that are fun to play in despite the fact that they’re actually awful to live through (see also: earthquakes, tsunamis, revolutions, and apocalypses of varying intensity).  It’s understandable enough: when you’re not actually down in the mud watching the Martians Heat-Ray Woking, reading about, hearing about, or participating in that scenario can be entertaining. ‘Vicarious enjoyment,’ and all that.

But there are useful implications about wars from a gamemaster’s (GM’s) perspective.  Things that can be used on the table.  Note that I am not going to talk about Using A War As A Metaphor For Whatever; you can get that perspective anywhere, and sometimes the people offering that perspective don’t actually wait for you to ask for it.  This is going to be more practical.

To sum it all up: your average war is a collection of chaos and inefficient application of resources to problematic situations. That sort of thing is nasty to live through, but when you’re talking about a game then that perception can change. Besides, there are plenty of opportunities for adding useful complications to your party’s lives, and you can never have too much of that.

(Artwork by Shutterstock.com.)