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Qin: The Warring States: The Art of War

The Art of War

There's a lot of warfare going on in this game, it isn't called Qin: The Warring States for nothing! As the seven states squabble there is plenty of opportunity - perhaps the party wish to become mercenaries or they may see their attempts at diplomacy (or spying) fail, they may become involved in a border skirmish or a siege... whether it's a small scuffle or all-out war, this is a good time and place to display your martial prowess. This supplement gives you all the tools you need, from comprehensive descriptions of the forces maintained by each state to rules for fighting out any scale of brawl right up to epic battles, and several scenarios and ready-to-play characters to thrust your party headlong into the action. Or you may wish to play out battles to form a backdrop to the characters' exploits...

First up is The Armies of the Zhongguo. Drawing on the work of the real-world Chinese strategist Sun Tzu, here called Sun Zi, there is a discussion of how - and why - war is waged in the Zhongguo. War may be the last resort in dispute resolution, but for many it seems to be the first resort... so there is an impressive list of past battles to study and learn from, as well as plenty of 'modern' tactical thought. Fiction is interspersed with information about recruitment and training, the structure of the armed forces and even warlike artefacts that have power within the game. There are scenario seeds, new items of equipment (and new skills to use them), details of mercenary groups and weapons, tactics for the battlefield and even notes on military intelligence gathering and battlefield communication. There is a wealth of information to help you wage war, mystical China style.

Next is The Armies of the Warring States, which takes a detailed look at military provision in each of the seven states. Naturally, some are more warlike than others, but all need to be prepared to defend themselves at least. There's a wealth of detail here that can be used as background if one of your characters has seen service, or if the party interacts with the military somewhere; or if you are so inclined, to provide information for more wargame style combat. Individual commanders and other notables are presented with complete stat blocks, so they can take their place amongst your NPCs as required. Each state has its own style, quite distinctive in composition of their forces and in the way they are deployed, which makes for interesting reading. And if you wish to stray beyond the borders, there are notes - less detailed but of use nonetheless - about the armed forces of nearby lands.

Then Battles in the Warring States presents a mass combat system for when you want to stage a really big war. It is simple and flexible, designed to weave around your role-play rather than serve as a full-blown skirmish wargame, with the aim of allowing you to determine the outcome of any battle that may take place. The party may see a combat, participate in it or perhaps even rise to become Generals and lead it, and this system provides a non-arbitrary way of resolving it. It begins with each commander issuing orders and making dispositions for his troops and then making a Battle Test which determines which side has the advantage. Then it operates with a series of turns in which orders are given and acted upon, and allows for the intervention of Heroes (i.e. the party, should they be actively involved). It is reasonably straightforward and logical and works best when a player controls each army - or if the party controls one army and the GM the other. Handled well, it provides an exciting backdrop to character actions.

Finally, Running Military Battles provides advice on how to incorporate warfare into your game with lots of suggestions as to how to get the party involved, and how to run campaigns (in the military rather than the role-playing sense) to effect. This ends with two complete scenarios - A Conspiracy in the Desert and The Battle of the Reeds and Willows - which use the mass combat system and place the party in command of a small force. They are both exciting and add a new dimension to the steady fare of adventure.

For many, this adds the exciting new dimension of larger-scale warfare to the game, yet handles it in such a way that it supports and enhances character-based role-play rather than swamping it. For others, who prefer battles to stay in the background, the mass combat system will be overkill: but even they might find the other information herein of use.

Return to The Art of War page.

Reviewed: 23 April 2016