Still trying to imagine how Conflicts will play out when the players are more involved in an ‘Architect’ game style, i.e. the characters are not doing everything themselves, but are directing the agents of their house. So…
Say, my character is the Spymaster of the house. I am the handler for our many agents who are running around, infilitrating rival households, gathering information. A typical espionage conflict.
Which values should I use for tests and contests during the conflict? Just the asset’s own skills and drive (possibly a Spy-type supporting character), or is there any way to bring my major player character into the game? Are there any cases when me, as the spies’ handler may roll for my own stats?
Other example. I’m the house Warmaster. I am leading a number of infantry units of the house in battle against our enemies - through long-distance communication from the house command post. Can I use my own character’s stats for the tests and contests, or should I stat a typical member of the unit (a soldier supporting character) and use their stat? Does it matter whether I’m leading from the front instead (moving together with the given unit)?
At some points, the Core Rulebook seems to imply that the commander may roll, not the individual members of the unit. For example, under Overcoming an Obstacle (p. 183), it says: 'Battle, Communicate, and Discipline can all serve as ways to coordinate and motivate military forces
to maneuver through or clear out an obstacle. Move can be used to lead by example, guiding a
unit through the terrain with personal experience.’
Another question. If my major player character is also physically involved in a Warfare conflict (say, leading a unit in person), any ideas how I should handle possible injury (or similar complications) that the unit suffers? Any ideas to emulate, maybe, a lonely character fleeeing on a battlefield, being chased and shot after by regiments of infantrymen (interesting change of scale after a lost Warefare conflict).
Finally, if I use general conflict rules for Warfare - will each player (main character) involved in the conflict take one turn in each round? Each character would direct (e.g. move, order to attack) a unit once. Could possibly several players command the same unit, making the unit act multiple times in a round?
Or would each unit (asset) take one turn per round in Warfare conflict, irrespective of the number of major player characters involved?
The rules on the Action Order in conflicts (p. 165) is not very clear about this, it’s talking about one turn ‘per character’.