Trickery for and against PC's by Gregory W. Detwiler Intrigue and just plain dirty tricks are tactics that most players-and many DMs-ignore during an AD&D(R) campaign. This can be a fatal mistake, as it reduces all adventures to a matter of sheer brute strength, where the PCs often are either fatally overmatched or not challenged at all in the opposition. Very often subtlety is defined only by the dungeon-delvers' maxim, "Run away, run away!" It is useful so far as it goes, but he who fights and runs away will live to run another day only if he has no plans to defeat the enemy. This article will give examples of how to outwit an enemy on both the battlefield and the diplomatic front. My sources are the culmination of thousands of years of accumulated wisdom. Most come from China: the Orient places greater emphasis on patience, trickery, stealth, and the indirect approach than does western culture. The ancient general Sun Tzu's _Art of War_ is a classic, even in the western world of modern times. Another is _The Book of Stratagems_, a collection of 36 maxims applicable equally to warfare and normal life. The first 18 appeared in the west in 1991, thanks to Swiss author Haro Von Senger and translator Myron B. Gubitz (Viking Penguin). As of this writing, I have no idea if the other 18 have appeared yet. My oriental collection is rounded out with accounts of Mongol trickery gleamed from various works concerning Ghenghis Khan and his successors. In the West, of course, the premier political "how-to" manual is _The Prince_, by Florentine diplomat Niccolo Machiavelli. He wrote in Renaissance Italy, when the peninsula was split up into numerous city states like those of ancient Greece. Intrigue and poisoning (this was the Borgias' time of glory) were common, and Machiavelli himself was in exile when he wrote his book. In fact, he called it _The Prince_ because he hoped to use it to butter up a real prince and be taken back into the diplomatic game. Even if you've never heard of Machiavelli before, this fact alone should tell you something about how cynical (if realistic) his book is. Still, if the PCs are too powerful for their own good, Machiavelli and Sun Tzu can be a DM's best friends. The advice herein is best used in a campaign setting with many different power groups. _The Art of War_ and _The Book of Stratagems_ were both written during the Time of Warring States in China, when that land was split up into many small kingdoms, as with Renaissance Italy. In this atmosphere of shifting alliances, the entire strategic situation could be altered not merely by a single battle, but by the death or overthrow of a single ruler. If your group of power gamers is in such a campaign setting-and even if they're not-you can use the accumulated lore in these books to make life extremely miserable for them and their characters. Military Matters Sun Tzu states that it is better to take an enemy state intact than to ruin it, and that it is likewise better to capture the enemy's army than wipe it out. After all, the losers and their land will be the victor's new subjects and property; a smoking waste land offers little opportunity for looting and/or taxation. To this ancient general, to subdue the enemy without fighting is the peak of military skill, even better that winning a hundred battles. As can be imagined, he places greater preference of trickery and diplomacy than on sheer military might. Continuing with Sun Tzu, we learn that the first priority in war is to disrupt the enemy's strategy: burn the bridges on his planned line of march, etc. Next in impor- tance is to use diplomacy to disrupt his alliances (if any). Attacking the enemy's army is only the third best strategy, and worst of all is attacking his cities. Not only does this risk destroying property and loot, but in Sun Tzu's time, it could take half a year to make all the preparations necessary to storm a fortified city, increasing the expense of the war (Sun Tzu favors quick victories). In real life, the commanding general would often lose patience and attack with a simple ladders-on-the-walls assault, losing up to a third of his army without taking the objective. For practical applications, consider the case when your player characters are military commanders. If they ignore Sun Tzu's first two maxims, they may find not only the enemy army in a superior defensive position but also an alliance of neigh- boring kingdoms or tribes may gang up on them as well. If their one chance of victory is to destroy the original foe then turn on the alliance, time is not on the PCs' side. They will be tempted to risk high casualties by attacking before they've finished their preparations. This will not endear them to what's left of their troops, particularly if there is little or no plunder if they win despite the odds. The same goes for cities, if most of the loot is destroyed by accident during the assault or deliberately destroyed by the losers. The mere fact that the PCs are attacking gives their foe the advantage of being the defender. Stratagem #4 from _The Book of Stratagems_, "Await the Exhausted Enemy at Your Ease," points this out. The PCs' army may have to march a long way just to reach the foe, stretching supply lines and possibly suffering partisan or guerrilla attacks. (Note: The difference between partisans and guerrillas is that partisans are irregulars who fight in support of the regular army, as did the Russian partisans in World War II, while guerrillas fight without military support, a la the French Resistance.) Supplies may be so low when they arrive that they have to attack the enemy immediately, just to secure stocks of food and water. Sun Tzu frowns on this, not least because the enemy may "abandon" such stocks, which turn out to be poisoned. _The Book of Stratagems_ provides the example of the Chinese kingdom of Qi, which invaded its neighbor Wei, then retreated when the arrogant Wei general counterattacked. The Qi general let all 100,000 of this soldiers have campfires the first night of the retreat, but the next night, two soldiers had to share the same campfire, reducing the number of fires the Wei scouts could see to 50,000. The night after that, only 30,000 fires could be seen, though the Qi army remained the same size as always. The Wei general, of course, thought that most of the Qi force had deserted and pressed ahead of the main army with his fastest units to be in at the kill. Needless to say, the kill was of his own army, which was ambushed after exhausting itself by covering two days' worth of ground in a single day's forced march. The Wei general killed himself in disgrace. Theoretically, AD&D characters can avoid this sort of trap through divination magic, if they remember to use it. While thoughts of supplies are still fresh in your minds, Stratagem #7 is "Create Something from Nothing": the use of rumors, dummy troops, and similar deceptions to fool the enemy. I'll come back to it in the political chapter, but for now, we'll just look at the siege of Yongqiu. That city was closely besieged and running short of arrows, so the defenders came up with a cunning plan. Creating a bogus force of straw dummies, they lowered them over the walls at night as if they were a group of real soldiers launching a sortie. The vigilant besiegers promptly pincushioned them with arrows, which were "recycled" when the dummies were hauled back up. Imagine richly dressing the dummies to simulate noblemen in the AD&D game: PCs may waste magic arrows in the attempt to bring them down. This was actually two tricks in one. The defenders of Yongqiu lowered the dummies every night, harvesting arrows until the besiegers finally caught on. When no more archery barrages greeted the dummies, a force of _real_ soldiers came down the ropes and plowed into the surprised archers, thus causing so much confusion that the rest of the garrison was able to sortie and destroy the enemy. The stratagems include all sorts of good tricks, such as diversionary attacks (Strata- gem #6: "Clamor in the East, Attack in the West"), taking advantage of the enemy when there is chaos in his own ranks or country (Stratagem #5: "Loot a Burning House"), and the similar tactic of seizing any opportunity that comes along (Stratagem #12: "Seize the Opportunity to Lead the Sheep Away"). For another case of alliance warfare, however, we should try Stratagem #2: "Besiege Wei To Rescue Zhao." This is a prime example of why you should always try to disrupt the enemy's alliances. The Chinese kingdom of Zhao was invaded by the much more powerful state of Wei, and Zhao promptly asked its ally Qi to come to the rescue. Qi did so, not by marching directly to aid Zhao's besieged capitol, but by invading Wei to attack _its_ capitol. The Wei general was thus forced to break off the siege and force-march back home, where his exhausted troops were-you guessed it-ambushed and destroyed by the army of Qi, which was leisurely awaiting their arrival in a secure position. Single-minded commanders who don't pay attention to their kingdom's other borders may have to withdraw from a successful campaign at the most inconvenient times, often to find their supply bases overrun by a new enemy. Stratagem #16, "To Catch Something, First Let It Go," is particularly poignant for China because it was used against her own armies so many times by the Mongols. Shrewd battlefield psychologists, the Mongols realized that trapping soldiers in a position from which there was no escape caused them to fight to the death with the strength of despair. Thus, the Mongols always took care to press the enemy army hard on all sides but one, seemingly leaving an avenue of escape open. With this apparent "way out," the enemy troops would break ranks and flee in panic, only to be run down by the more mobile Mongols and easily butchered. A descendant of Davy Crockett once said that "If there was a back door at the Alamo, Davy would have found it'' If Ghenghis Khan had been running the siege instead of Santa Ana, there _would_ have been a "back door." Mongol tricks and stratagems could form a chapter in themselves. For instance, they knew that refugees from disaster liked to congregate in familiar surroundings. Thus, to make sure that they had exterminated all human life in an invaded area, they would send troops of horsemen back into areas they had over run a week ago in surprise sweeps, butchering all those whom they missed the first time they came through. Add to that their unpleasant habit of driving captives before them as cover when assaulting fortifications (which would give good PCs, at least, an acute moral dilemma), and it is easy to understand why they were feared throughout Asia. Icy rivers and Mongols made a lethal combination. During the winter, they would often let cattle from their commissariat stray near a frozen river. If the starving peasants (_all_ peasants are usually starving, particularly in winter) on the other side crossed and herded the cows back, the Mongols knew the ice was thick enough for the army to cross in safety. On one occasion in Russia, they even took up positions on the frozen river itself to await the Russian attack. The Russian knights charged, and their horses skidded on the ice and piled up. Needless to say, the Russians lost, and it was not until after their defeat that they realized the Mongols had dusted the ice on their side of the river with soil and ashes to provide decent footing. Fittingly for our last example, we combine military and political matters. Stratagem #9 is "Observe the Fire on the Opposite Shore," which means sitting tight while the enemy undergoes a crisis, waiting until he is weakened enough for you destroy. A prime example is a war between your enemy and a neighbor: this version is called "Sit on the Mountain and Watch the Tigers Fight." Agents provocateur who can actually stir up a war between two powers are greatly prized, while you become what the Chinese called "the laughing third party,'' or "the laughing third." In western history, the prime exam- ple is that of the warriors of Islam, who made their initial burst of conquests in the Middle East after the Persian and Byzantine Empires had exhausted each other in a long-lasting war. Politics and Intrigue For this field, we will concentrate on _The Book of Stratagems_ and _The Prince_ as reference works. Role-players will be particularly interested in this chapter. Let's start with flattery. Buttering up an intended victim, then killing him when he's caught off guard, is a time-honored component of plotting all over the world. The stratagem for this is #10, known variously as "Hide Your Dagger Behind a Smile" or "Honey in the Mouth, Sword in the Belt." Machiavelli tells you how to guard against this, but in a rather grim manner. You see, he believes that a secure ruler should be feared, though not hated or despised. The only way to guard your self against flattery is to let men know that they will not offend you by speaking the truth. Unfortunately, when everyone feels he can tell you the truth, you lose respect. In other words, you can't win. Yes, that's right: Machiavelli said a ruler should be feared, but not hated. In his view, this means he must be a just ruler, but so strict in punishing wrongdoers that he doesn't mind being charged with cruelty for the sake of keeping his subjects united and faithful. Punishment, after all, involves only individuals, whereas their crimes affect the entire community. Go for fear first, without provoking hatred as well through unjust rule, and hope for the best. For as Machiavelli commented, men love people of their own free will, but fear at the will of the prince. By now, all you players of good-aligned characters must be gritting your teeth. Well, keep on gritting, because the worst is yet to come. PC commanders are often given command of invasion forces to annex a new piece of territory, which is then often granted to the conquering commander as a reward. According to Machiavelli, the very first thing you should do when taking over is _immediately_ to kill everyone who might make trouble in the future, particularly those connected with the old power structure. Eventually, the survivors will forget about it, because all the bloody work was done at the very start of your reign. If you commit all your cruelties at once, says Machiavelli, then you won't have to repeat them every day and provide a continuous source of friction. PCs and DMs alike who wonder how some evil kingdoms can be stable may find the explanation here. Regarding everyone else in your new conquest, Machiavelli says that if the area was formerly a free state, the only way securely to rule it is to "despoil" (i.e., destroy) it. If you don't, you will always have to live with the threat of rebellion. You might be able to stave off the inevitable for a while if you allow the people to live under their old laws, with loyalty and the payment of taxes to you as the only conformity required. The ancient Persians did this, but found out when fighting Alexander the Great that this did not produce overly enthusiastic levies in battle. When the Persian satraps were kicked out or slain, the common people rolled over and played dead for Alexander. Note that this is not the case for kingdoms that were ruthless despotisms; in that case, the people merely exchange one tyrant for another, with no real incentive to rebel. Paladins should not be assigned to rule conquered populations! As far back as the _DUNGEON MASTER(TM) Guide_ in the original edition of the AD&D game, we find mention of the fact that serfs and peasants are generally kept unarmed, so that it takes rebels longer to muster an army. However, it _does_ happen eventually, perhaps with outside support. Machiavelli frowns on disarming a newly conquered populace, and additionally states that if you conquer an unarmed people, you should arm them at the first opportunity. Not only does this increase the number of soldiers at your disposal, but it lets your newfound subjects know that 1) you are so secure in your power that you do not fear them, and 2) you trust them, both as subjects and as people capable of defending themselves. If you fail to arm them, or disarm them, then you as look weak and cowardly, to say nothing of tacitly admitting that you don't trust them. This creates resentment which can start a rebellion in the first place, and you can bet that any hostile neighbors will eagerly take advantage of the split in your kingdom to support the rebels with training and arms. Essentially, it all comes back to the point that if you're fair when ruling, you don't have to fear a rebellion; if not, then the people will revolt, arms or no. Part of the business of overthrowing a ruler consists of the elimination of his advisors. You can assassinate them out right, but it is best if you can cause a falling-out between them and the ruler, so that he does the job himself and incurs fear and distrust among the survivors. This fits in with Stratagem #3, "Kill with a Borrowed Knife." Rumors and slander can cause a ruler to act unwisely against an advisor, and it is here that we return to the previously mentioned stratagem "Create Something from Nothing." It is also called "Three Men Make a Tiger," from a case in the book. An emperor was asked by an advisor (whom he later slew due to slander-induced distrust) if he would believe it if one or two men swore that a tiger had entered his fortified city from the forest outside. The emperor said "No," but then commented that if _three_ men swore there was a tiger loose in the city, then it must be true. Oh, no, it doesn't! Modern readers can see in this a repeat of Hitler's maxim "A big, bold lie, repeated often enough, will fool most people." A shrewd propaganda campaign, which admittedly is more likely in a modern or futuristic SF game setting than a fantasy one, can turn people against even the most heroic characters in a surprisingly short time. Crime lords created by GMs should invest in media outlets like newspaper chains or TV stations, slandering super heros as vigilantes at every opportunity. Why do you think one of the superhero games was called _Villains and Vigilantes_? If the PC in any game system wants to fight corruption, he should publicly (and harshly) punish the first crooks he catches, then keep a close eye on all other suspects to see how they react. This follows Stratagem #13, "Beat the Grass to Startle the Snake." A corrupt Chinese prefect received an official complaint from the people in his district against his secretary, who was guilty of precisely the same crimes he was. This shook him up so much that he commented in his diary that the petitioners had only beaten the grass, but he was already a frightened snake. Let's drop down to personal relations now. In virtually any game system, one of the biggest problems the referee has is dealing with players whose characters have too much power. With an entire party of supercharacters, this problem is compounded, but it also bears within it the seeds of its own solution. We return once more to the stratagem "Kill with a Borrowed Knife." The kingdom of Qi had three powerful knights, Gongsun Jie, Tian Kaijiang, and Gu Yezi, who were so arrogant and secure in their power that they were grossly disrespectful of their kingdom's Chief Minister, one Duke Yanzi. When he complained of their behavior to the king, that worthy sadly replied that the knights were too powerful for him to punish (sound like any PCs you know?). Taking matters into his own hands, Tanzi plucked the two best peaches from the finest tree in the king's garden and sent them to the three knights via messenger, with the news that the two peaches must go to the two most valiant knights. Gongsun Jie immediately spoke up, claiming to have killed a wild boar with his bare hands, as well as capturing a tiger in the same manner. Needless to say, he grabbed a peach as soon as he was done talking. Tian Kaijiang routed two entire armies with just his (nonmagical) sword and no companions, finishing his story by snatching up the other peach. Then Gu Yezi spoke. When the third knight was fording the Yellow River on horseback, a giant turtle grabbed his steed and made off with it, dismounting him at the same time. Not willing to give up his horse, Gu Yezi sank to the river bottom, first running a hundred steps upstream and then, after having gotten his bearings, ran nine miles downstream (yes, _ran_, even though he was underwater and probably wearing armor), finally killing the turtle and rescuing his horse. When the locals saw him emerge from the depths of the river with the trophy head of the turtle in one hand and his horse's tail in the other, they promptly mistook him for a river god. By now, of course, the peaches were gone, so he drew his sword and demanded one. The other two knights were so ashamed of their greed that they handed over both their peaches to Gu Yezi, then committed suicide. Immediately afterwards, Gu Yezi himself felt guilt, both for having brought about the deaths of his comrades and for bragging about himself. Naturally, he committed suicide as well, and it is a measure of his arrogance that with his last words, he lamented the greed of his fellows, commenting that if they had given him one peach and split the other in two to share between them, then everyone would have gotten what he had coming to him. Thus ends the story known in China as "Two Peaches Kill Three Knights." In real (gaming) life, of course, your players won't actually have their characters commit suicide. What's more likely to happen is that they'll fight among themselves and kill each other for the prize. But then, this sort of thing would only happen when we have high-level characters with equally large egos. I mean, how many players with powerful characters actually get arrogant and cocky? Seriously, you can use the "limited prize" option to promote strife in the party in any game system. Perhaps some alien or futuristic military outfits determine their top commanders via combat, like the Clans in _MechWarrior_ the RPG version of the BATTLETECH game. It wasn't much more than a year ago, as I write these words, when the entire "Forum" section of one issue of DRAGON Magazine was taken up by a discussion as to how to counter a PC in the STAR WARS game whose possession of a suit of powered armor made him all but invincible. The solution, of course, is to let another PC or NPC get his hands on a suit of equal power, then let them fight it out either as regular enemies, or as part of a rivalry for some prize like a commission in the Rebel ranks. You don't even have to kill the too-powerful PC in this instance, just wreck his nifty suit beyond repair, and do the same to that of his rival to keep the nightmare from starting all over again. Think of the neat little moral lessons you can provide to your players concerning greed and the lust for power. Playing powerful characters off against each other is an excellent means of evening the odds by destroying magic items and other too-powerful gear, to say nothing of the possibility of killing off armies of supporters. And if all else fails, send them to Kara-Tur or whatever your world's version of China is, and have them meet a particular trio of knights on less than friendly terms . . . Any DM who enjoys hitting his players with moral decisions will find plenty of material in this article alone, to say nothing of the reference works in their entirety. If the local equivalent of the Mongols drive their innocent captives before them in an assault, do you shoot at them? or hold your fire and risk defeat? For that matter, if the Mongols pursue retreating troops so closely that keeping the castle gate open for them will let their pursuers in as well (a common Mongol tactic), do you let your troops in anyway? or slam the gates in their faces and watch them die? Suppose you are a successful military commander who has been granted control of a newly-conquered land. Do you follow Machiavelli's advice and systematically kill off everyone who might pose a threat to your rule? Or do you sit back and wait for the inevitable revolts to come, creating more bloodshed later than would have come in the beginning? Once a campaign becomes largely political, many players would welcome a revolt for the sake of removing boredom, but a real-life ruler who liked bloodily suppressing rebellions for the sake of entertainment would be seen as something of a monster. Does the greater good for all the people you rule have greater precedent over your alignment restrictions? You and your DM will have to decide. In short, the best way to bring an unbal anced game back into line with what you intended is to hit the players (and their characters) with the tried-and-true methods used in the real world. Slam too-powerful characters with a big dose of reality, and fantasy will never be the same again.