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Outsmarting Giants – How Ancient Siegecraft & Cunning Play Can Win Any Encounter in Your TTRPG
August 6, 2025
Game Master Resources
Player Strategy and Tips
Outsmarting Giants – How Ancient Siegecraft & Cunning Play Can Win Any Encounter in Your TTRPG

“The cowards never start and the weak die along the way.” – Kit Carson

So you’re outmatched. Maybe it’s a hulking ogre guarding the canyon pass, or a dread knight flanked by ten armored sellswords. You’ve got rusty gear, a hungry bard, and two spells left. Most players think the answer is to run—or die gloriously.

But what if I told you the best weapon isn’t on your character sheet?

Welcome to the war room, traveler. I’m Racon Gunner—and today, we don’t just roll dice. We bend battlefields.

I. The Indirect Approach: Lessons from the Legends

Across history, the mightiest commanders didn’t always win by brute force—they won by reshaping the battlefield. They used terrain, timing, starvation, and smarts to crack even the strongest defenses.

The Romans: Siegecraft As Psychological Warfare

Julius Caesar at Alesia didn’t charge the Gallic stronghold head-on. He built 25 miles of walls, booby traps, watch towers, and dual-layered fortifications. He didn’t need to kill Vercingetorix—he needed to starve him.

At Numantia, Roman General Scipio sealed the city, drained the swamps, built bridges and ramps. In short? He used the land like a blade.

Tactic to Steal: Encircle your foes. Burn bridges (literally), poison wells, and break supply lines in your next campaign. Siege isn’t always about the walls—it’s about denying options.

Belisarius: The General Who Fought Smarter

The Byzantine legend Belisarius faced overwhelming odds during the Siege of Rome (537 AD). What did he do?

  • Reinforced walls with rubble and spikes.
  • Dug traps into city streets.
  • Faked troop numbers with bonfires and banners.
  • Divided enemy forces with surprise raids and misinformation.

Tactic to Steal: Think three steps ahead. Don’t just fight—shape the fight.

II. Turning the Table in TTRPGs (Like PsychScape or D&D)

Let’s bring siegecraft and battlefield manipulation into your games—not through min-maxing stats, but through outthinking the battlefield.

1. Use the Environment as a Weapon (Even If the Rules Don’t Say So)

Forget stat blocks. The world around your character is your true arsenal.

  • Collapse a Balcony: Your rogue might not win a sword fight, but pulling a loose beam and bringing down a balcony can end the duel fast.
  • Build or Break a Dam: Redirect water to flood a tunnel—or drown invaders.
  • Destroy the Floor: A burning library? Cut the floor under the enemy to trap them in the fire below.
  • Caltrops from the Kitchen: Broken glass, hot oil, pepper spray—every kitchen is a warzone waiting to happen.
  • Spike the Trail: Set up log traps, pitfall snares, or burning brush in a canyon pass to slow pursuit.

Legend Master Tip: Always ask, “What can I use?” not “What can I hit?”

2. Starve, Stall, Outwit

Gritty campaigns thrive on psychological warfare. Here’s how to siege a stronghold without rolling initiative:

  • Cut Off Trails: Burn bridges, fell trees across mountain passes, or fake landslides.
  • Kill Their Morale: Leave warnings, signs of cursed magic, or fake “ghost hauntings” to scare off low-Will foes.
  • Sabotage from Within: Bribe a servant, sneak in a plague rat, or poison the well.
  • Spread Misinformation: Impersonate a fleeing guard and scream about a demon army.

Even a party of peasants with slings can tear apart a militia over time—if they think like Scipio.

III. Tactical Improvisation: Beyond the Rules

Rules? Guidelines. Real heroism comes from knowing when to break them. Let’s talk wild, unforgettable moves born of desperate creativity.

The Flour Gambit: Outsmarting the Assassin

I once played a campaign of 2nd Edition AD&D. Our party was stuck in an inn, midday, quiet as a crypt. The DM smiled a little too wide—his favorite NPC, a high-level assassin, was hunting us. He was invisible. And thanks to the DM’s homebrew “improved invisibility,” he could attack without revealing himself.

It was about to be a TPK.

Then my brother, dead calm, asks:

“Is there a kitchen in the inn?”
DM: “Yeah…”
“Is there a bag of flour in the kitchen?”
DM (starting to squirm): “Sure, whatever.”
“I grab the bag, throw the flour into the air—all over the room.”
Then he points directly at the DM and says,
“We can see him now.”

And we did. That bag of flour saved the campaign.

Lesson: Think like a field engineer, not a fighter. Creativity > Combat.

Other Improvisational Tactics That Break Encounters

  • Light the Curtains: Want to smoke out a hidden enemy? Burn something flammable near them. Heat, smoke, chaos—all your allies.
  • Break the Bottles: Distilleries explode. So do barrels of lamp oil. Leverage it.
  • Spill Marbles or Ball Bearings: No Acrobatics check needed when everyone’s slipping on glass or iron.
  • Sick the Animals: A pack of stray dogs with a taste for blood? That’s your army now.
  • Weaponized Sound: A loud gong or fire alarm in a haunted house or enemy fortress can create confusion or signal allies.
  • “Rope Trap” + Wizard’s Gust: Tie up ropes across a hallway, hide them, then cast Gust of Wind or Command to make your enemy run… right into their own demise.
  • Drag the Fight: Don’t win the fight—move it. Through doors, up stairs, across rooftops—lead them somewhere you control.

Legend Master Tip: Encourage this behavior. Great stories don’t come from rulebooks. They come from tables covered in maps, mugs, and laughter.

Combo Tactics Worth the History Books

Wizard + Fighter = Field Control Overkill

  • Grease + Trip + Torch: Grease the hallway, knock them down, and light the oil with a thrown torch.
  • Web + Rage: Trap them with a spell, then send in the barbarian who doesn't care about difficult terrain.
  • Fog Cloud + Taunt: Hide your archer in a fog, then use loud taunts to draw the enemy toward your trap.

Cleric + Rogue = Divine Deception

  • Fake Death + Ambush: Cleric casts Feign Death, rogue hides under bodies, then both spring out as enemies lower their guard.

IV. Call to Action: Build That Crumbling Bridge

Too often in TTRPGs, we treat encounters like static puzzles. But PsychScape, D&D, and great storytelling thrive when players take the battlefield personally.

Be like Belisarius.

Be like Caesar.

  • If the canyon is a deathtrap, make it one for them.
  • If you’re starving, steal their supply crates.
  • If the fortress is impenetrable, collapse it from beneath.

Your most powerful weapon isn’t your sword or your spellbook. It’s your mind.

So, Legend Masters and brave adventurers alike: next time you face impossible odds, don’t retreat. Rewire the battlefield. Be the siege engine.

History remembers the cunning. PsychScape rewards the bold. Now go etch your legend where lesser men would fall.

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