Need Help Making a WWII-Themed Campaign for D&D/other system

So my gaming group’s last campaign wound down last week, and it’s now my turn to DM as we get ready to kick off a new game after spring break. This leaves me about two weeks to prepare, and when I asked if anyone had specific system or theme requests. they all agreed that a gritty WWI/WWII, “Band of Brothers”-style campaign would be really neat. I happily agreed, because that does sound pretty bitchin’, but now that I’m sitting here and planning I realized that I have no idea what system would work best. I know there are a lot of marvelously imaginative and very experienced tabletop gamers on the dope, and so I thought I’d post to ask if anyone had suggestions about either commercial or homebrew systems that would suit the campaign, or just about content/encounters/suggested dynamics for the game itself. Based on last week’s discussion, here’s the criteria I’ve worked out:

  1. Our games are typically more strategy and wargaming than roleplaying, so whatever I do needs lots of numbers, rolling dice, and a fair amount of think-y puzzles and asymmetric warfare/lopsided fights. If possible I’d like to give the group a chance to work out and perfect several basic small unit tactics over the campaign, but that’s optional.

  2. Given that, we don’t like grand strategy as much. At the most, we’ll be doing things on the Company level, but it’s much likelier that we’ll end up focusing on a single platoon (maybe) or squad (likelier). The group agreed that they would be equally happy to play hard-to-kill PCs intended to last through most of the campaign or Call of Cthulhu-style short-lived PCs with lots of other characters in reserve. What I’m thinking of doing is either making the PCs into the company NCOs and requiring them to each manage a few weaker NPCs, and then pull new PCs out of the NPC pool if an NCO gets ganked and our (NPC) captain needs to hand out field promotions.

  3. We like realism for its scenery potential, and to a certain extent one of the big attractions for this campaign is that it forces us to learn useful tactics with period weapons, but utter realism is not mandatory and if it’s sufficiently awesome, almost any anachronism can be excused.

And really, beyond that anything goes.

One question in particular I’d like to ask is if anybody has experience forcing players to carefully manage their resources and inventory, and if so what worked and what didn’t. Virtually every D&D 3.5 game I’ve ever played has assumed unlimited amounts of food and water and (within reason) unlimited candles, melting wax, twine, and other daily consumables, simply because keeping track of them is a giant pain in the rear that isn’t fun for anybody. On the other hand, I really like the idea of assigning each PC a full backpack with similar kit at the beginning of the campaign and require them to carefully manage essential supplies that quickly dwindle and are hard and dear to replenish.

Oh yes, and I’m going to let our players decide their own concepts (of course), but I wanted to come prepared with a list of 10-15 “pre-packaged” character concepts, so that if anyone gets swamped or doesn’t feel like juggling minutae, they can look at a list of suggested useful roles and equipment loadouts and quickly mix and match. Given that, I would love to hear any suggestions for historically appropriate or useful roles. Thus far, I have:

Medic (obviously)- depending on the system, I’m thinking of making him a guy with several extremely powerful healing techniques that require resources he simply won’t have for a lot of the game (morphine, antibiotics, disinfectant, sutures, sterile bandages) who also gets lots of skills which let him handle minor injuries and jury-rig long-term solutions for broken limbs sustained behind enemy lines and such.

Machine gun crew-one PC and one or two NPC assistants who are really good at assembling, dissembling, maintaining, and accurately firing a big, heavy crew-operated machine gun; probably the M1917 Browning or M1941 Johnson. They’re great at suppression, but move slowly and require time to assemble and disassemble the weapon.

Mortar crew- same concept as above, for indirect fire instead of supression

Scout/sniper team-Since my understanding is that the US did not have a specialized sniper role for a lot of WWII, I’m mainly picturing this as the party’s thief: one PC and an NPC spotter who are great at stealth, mapping out coastlines or other areas of interest, can call in coordinates for artillery fire, and generally fill a lot of planning and maneuvering utilities. Also, they have scoped M1 Garands and occasionally shoot people with them. :slight_smile:

And really that’s it- I was considering an anti-tank crew but I’m worried that a PC crew would either be bored if we don’t run into tanks enough or irritate everyone else by always being the hero if we run into them too much.

Hmm…there were several WW2 RPG systems, over the years.

d20 Modern sounds like a perfect fit, since you guys already know 3.5. Just make sure you restrict them to era guns.

The scarcity game (managing food and such) can be played, but in my experience it doesn’t really “speak” to players. You can tell them as often as you want that they’re tired, hungry, starving, thirsty, too hot, too cold… it won’t really matter much to them and they’ll just keep acting and playing as if they were just fine. Unless you go “no, you don’t do this, you do that because you’re too X”, but that’s bad DMing form. All the more so if as you say your players are more into “roll” playing than role playing.

I suppose you could translate it into modifiers and such, though.

OTOH, ammo rationing is just fine because gamers fully grok the “I gots no bullets!” dilemma :); and even introduces tactical and strategical considerations into every fight: do they really want to pop their last mortar rounds now, on a position that could feasibly be destroyed “by hand” ? Then again if everyone gets shot up because they skimped on the mortars, ammo discipline won’t do them much good. Decisions, decisions…

As for character ideas, it really depends what kind of unit you have in mind, but assuming a sort of free-roaming, all purpose commando unit (à la Guns of Navarrone):

  • local Resistance guy, not as trained in military stuff but knows the area well, can translate, can pass himself as a civilian etc…
  • radioman (tends to have mechanical skills to repair the damn thing, turns into the driver in a pinch). He manages the party’s supply of arty/air strikes, reinforcements or air drops. Better to split that role from the scout/sniper, else that guy will have way too much utility. Besides, sneaking around with a gigantic field radio on your back isn’t easy.
  • German/Japanese turncoat, or loaner from the British/Free French/Russian forces, just to introduce different weapons, ammo problems, and role playing hooks
  • Engineer/demolitions expert (your party’s “mage”). Like the medic, give him a lot of boom and powerful techniques that require stuff he won’t have in ample supply. He can be the antitank guy as well.
  • dumbass LT fresh from West Point who can’t read a map :slight_smile:

Instead of a German/Japanese turncoat, you could have a Hiwi, a Soviet PoW who took service against the Western Allies instead of (most likely) dying in a German camp. There were a number of those guys who joined up on the US Army’s march to the Elbe, and who then were turned over to the Not So Tender Mercies of the Soviet NKVD (the fore-runner to the KGB).

For that type of game/campaign I would actually go with the Cyperpunk system. By that I mean Cyperpunk 2020, not the newer version which came out in the last few years.

Don’t be fooled by the sci-fi tech in the included world setting. The underlying “Friday Night Firefight” combat system, and the character creation rules are good. Just ignore the modern firearms and the cybertech, etc. I’m pretty sure there are stats in the various books for WWII weapon systems already.

If you can find a couple of the expansion books, they have the idea of background/training packages for military training, so you could give the characters a basic training skill package, and where appropaite devise skill packages for say airborne training, rangers, commando’s, etc.

The other thing is it is very much a grim and gritty system, which will very quickly educate the players about the advantages of cover, fire and manuever etc. And not to be a hero, it’ll get you killed!

In terms of roles within the squad. It would depend upon when and where you set the campaign as to the usefulness of various roles. But some easy suggestions would be:

This is presuming the US military, and I’m repeating a few already mentioned:
BAR specialist - Each infantry squad had one BAR in the squad.

**Medic **- as you suggest squads/platoons had a dedicated medic.

Radioman - this was a specialist job. Having to lug the radio around wasn’t fun. But you could give them some electronics and other technical skills.

Mortar/Machinegunners - the only problem with these roles is that in a standard WWII infantry platoon Mortars & machinegunners where not an organic part of a a squad or platoon, but rather formed a dedicated heavy weapons squad. If futzing that a little is fine with you though no worries.

Rangers/Airborne - If you started hte campaign on D-Day for instance it’s not unreasonable to expect an Airborne or a Ranger winds up mixed in with an infantry squad. Or I don’t know if this ever actually happened but you could have a ranger or an airborne trooper in the squad on ‘detached’ duty or something.

Engineer - again usually in their own engineer formations, but you could hand wave an engineer in the squad. Would have some small stock of Composition B (an ancester to C4) and skills around demolition, temporary bridge building, etc.

Sniper - There were often designated marksmen in a squad/platoon, who were issued a scoped rifle - usually a Springfield bolt action rather than scoping a Garand though. These weren’t true Snipers in the modern sense, but the marksmanship these people had was often in tandem with hunting experience so they often knew about camouflage, tracking, and other wilderness skills.

FAC (Forward Air Controller) - I believe this speciality had its infancy in WWII, but again as you suggest with an anti-tank specialist, if they are out of range of air support they won’t get to use their speciality much. You could possibly even combine this role with the Radioman role to give them a bigger set of abilities that they could use more often.

Foreign Soldier - I believe there was some level of expertise sharing as far back as WWII, so how about a British Commando, or jsut a british infantry trooper. In truth one of these guys on detached duty would use the US platoons weapons, but you could hand wave that a bit and assume they brought theirs with them so someone using a Sten or a Lee Enfield, instead of a Garand or Tommy Gun.

Driver - An actual ‘speciality’ in the army, driving rank officers around the place, or supply trucks etc, would be easy to see a character previously skilled in this area being assigned to an infantry squad. Plus they would have some level of mechanical skills or ability to make them more useful.

A few ideas for you that I hope are useful.

Also the occasional Australian, either infantry or a downed fighter pilot.

Cross em up a bit. As they’re riding the boats to storm the beaches of Normandy, maybe a Red Dragon takes out the boat next to them. WTF? Is that frakkin troll in an SS uniform? Sure hope somebody packed a flame thrower…or at least some willy pete grenades…
:cool: