Hey, so I'm currently worldbuilding for a homebrew campaign. One of the on-goings in my world is there's currently a war going on, well rebellion against a tyrant king.
One of the goals of the campaign is to help resolve the war, how they do it is up to them through play.
There'll be ways to attempt to help the king and bring him back from his blights if the players choose.
The war isn't the main focal point of the campaign, however I still want it to be engaging. Between warfare, sabotage, smuggling things through to oppressed villages/peoples, espionage, politics, etc.
One thing I'm struggling with is how the players will push back the forces in each region the control.
One of my thoughts is:
In each region, there will be a command hq, there will be 2 outposts, and several encampments, supply outposts, with supply lines running through the regions, etc.
Also in each region there will be a noble house, some nobles are loyal to the king, others aren't, and some may be playing sides deceivingly
The players can ignore everything and rush the hq, but it'd be a much harder dungeon.
The more events the players complete in the region, the easier the hq dungeon will be.
After a few it'll bring the kings attention and we'd go from there.
While this sounds fun, I don't want it to feel like a chore, running around to each region working up to the hq dungeon and moving on.
Any suggestions would be great.