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#1 | |
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Join Date: Aug 2005
Location: Portland, Oregon
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The use of the enemy's territory as a perk is a reflection of lack of wealth. Modern armies can afford to give regular pay and feed them reasonably well. In Third World armies the old style still reigns. Even so one could get advantage by keeping one's men in hand while marching through the countryside. A good reputation, or at least a better one then one's enemy can get local cooperation. One point that should be made is that predictability is as important as decency. If the locals know that you are ruthless but know that you have rules that can be understood then they are less likely to turn against you. For instance if it is known that you assassinate informants but only forage at a regular rate and don't do any other atrocities beyond taking their grain, then they might be inclined to accept you especially if your enemy is unpredictable and doesn't control his men.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison Last edited by jason taylor; 11-14-2015 at 09:56 AM. |
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#2 | ||||||
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Join Date: Mar 2006
Location: Iceland*
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Abstract moral reasoning has little true impact on most people, certainly not when faced with strong emotion. And in war, most people are afraid and confused all the time. Fear leads to anger, anger leads to hate. And so on. Quote:
Any commander who wants to have willing soldiers, but doesn't want to accord them this right is going to have to control a very advanced system of infrastructure, law and organisation that can make a career where people try to kill you competative with one where they were rarely do, without providing that extraordinary chance of social mobility which most other careers did not. Quote:
In this case, it is implausible that any success on a non-magical skill check could enable one person to control the behaviour of thousands in a chaotic situation. Good planning and organisation can minimise and mitigate harm, but not eliminate it. But I need to know whether the PC is dealing with a few isolated incidents, a couple of dozen, hundreds or thousands. I don't really have a good feeling for the percentage of people in a typical TL2-4 military force who will rape and murder civilians. As I noted earlier, I can find stats for modern militaries, but in all cases, the situation is so fundamentally different that these stats are useless. Intuitively, I suspect anything from 5% to 80% may be possible as a baseline, assuming no influence one way or another from the high command. But I don't have enough data to come up with a narrower range. Quote:
It's vital for the plans of the PCs that the majority of the civilian populace does not hate and fear their men and that community leaders feel that it is safe and useful to bring complaints to their officers. Quote:
It's not about my needs or my story. The players have goals for their characters. I model the world. My job is to make the number of accused violators of the general orders plausible. I also have to be able to answer what faction each of them comes from, because there will major political consequences if the PC executes volunteers from allied factions that he technically has no lawful authority to punish, beyond refusing their services.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#3 | |||
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Join Date: Mar 2006
Location: Iceland*
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Of course, hanging his own men might play havoc with morale and certainly costs him experienced soldiers. Hanging allied soldiers might not even be legal, in strict terms, and might end up losing the allegiance of certain factions. Not hanging anyone will almost certainly have dire consequences for the civilian populace, but most of the effects in that case would be delayed and hard to detect directly. In the sense that each PC must come to term with Good and Evil within himself, sure. In the sense that there are people who can usefully be described as either, not as much. I mean, it's conveninent shorthand for a tiny number of extreme outliers, as well as certain toxic memes, but in general, it obscures more than it illuminates. Quote:
The incidents will happen lower down in the command chain. The task of the PCs is to judge in any capital cases, as he has delegated decisions in cases where there is no question of the death penalty to his subordinates. So any scene will feature the total number of accused murderers and rapists among the army, at least those who have been accused after some 12 hours in the city, i.e. mostly those caught in the act.* *Or who some officer said had been caught in the act. Quote:
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Za uspiekh nashevo beznadiozhnovo diela! |
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#4 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Let's consider looting first, because troops who don't loot are unlikely to commit any other crimes. During the assault, only the undisciplined will be diverted by the prospect of loot, because leaving loot around as a distraction is the kind of thing desperate defenders are reputed to do as a means of staging ambushes. However, if the loot is good, and also easy to carry - hard cash, hard liquor, and the like - it will be very tempting. Once the battle is won, almost any troops will take loot that is lying around, and doesn't have to be actively taken from its owners. Units that had a hard fight and significant casualties are more likely to actively rob, because they feel they deserve recompense. At a rough guess, 20% of troops will actively rob. Once command has been re-established, and the lying-around loot is all gone, robbery will be confined to the actual criminally minded soldiers, who I'd reckon would be about 5%. Rapists will be a fraction of the robbers; murderers might well be more common than rapists, simply because confrontations over robbery can turn violent fairly easily. |
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#5 |
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Join Date: Dec 2012
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I think a key point in this situation is that the city surrendered with relatively little fighting. From what you said, it seems like the port was taken and a counter attack was repulsed, but the PC army marched into the city proper only after it surrendered. If your setting has the same "rules of war" as most of the historical ancient and medieval world, then that would mean there would have been very little in the form of atrocities like rampent murder, looting, and rape. An army marching into a city in good order and occupying it can be controlled (even in the ancient world) as long as the command structure is maintained and soldiers are not simply turned loose.
I would say in this situation you can expect rates of murder, rape, and looting from the PC army commensurate with the normal rates of those crimes committed by the various troop types of the PC army when they are in friendly or neutral territory. As the GM, those rates are up to you because they depend on the specific societies in your game world (there is no one, correct historical rate of such things). Because the PCs in charge of the army are actively trying to reduce these crimes, I would make Influence rolls for the various groups within the army (probably against leadership for the PC commander, with complimentary skill rolls against administration, psychology (applied), etc). And then reduce the rates of these crimes by 5% on a success, ruduced by a further 5% per MOS (and vice versa on a failed roll). As for what the baseline rates shoud be, as a rule of thumb I would say that for irregular and levy troop types, use twice the rates for that troop type's civlian population of origin (this is not scientific, I don't think any scientific statistics exist for this sort of thing, it simply represents that local populations didn't like having their own armies of this type around so there probably was a significant increase in bad behavior due to their presence). For professional, disciplined troops, I would be the base rate as the same as their civilian population of origin. For pirates I would say at least triple the rates, maybe more. I would say the same for Fanatics and the intolerant, but only against the groups that they oppose. |
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| Tags |
| forgotten realms, mass combat, social engineering |
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