Hmm… you know, I may just do something like that. For the Black Comapny-esque idea specifically, it would be pretty simple.
There would be three “levels”:
[ol]
[li]The war as a whole
[/li][li]Specific battles
[/li][li]The characters actions (whether standard scenes or in the middle of a battle)
[/li][/ol]
It would cascade from personal up to the larger war. Characters would be in scenes, whether stand-alone mission (like the PCs scouting in the forest and being ambushed, or going on a 4-person assassination mission) or regular scenes (like hanging out in camp and getting in a conflict with another soldier who’s a jerk or arguing with the captain over who should get what share of the booty or going into a town and buying supplies or arguing whether the PCs are going to go along with evil or stupid orders or not) or else playing a part on the battle field while the larger battle rages around them (whether soldiers in the field or commanders giving orders through couriers or a physician tending the wounded, etc.).
Regular scenes would be just that and would work like normal. When the player’s were in a larger battle, I would do some variation of DoW like suggested, with the individual player’s actions being like “linked tests” that either hinder or help the battle roll between armies. The types of actions armies could take could be based on the Fight! rules from Burning Kingdoms.
So for example, the PCs’ company decides to advance on an enemy fortification. If the PCs are together in one group, then regular rules could be used (standard tests, bloody tests, R&C, Fight! or even DoW as appropriate) to work out a complete conflict that is part of the larger battle. If the players are separate, that fine, but I would lmost certainly do simple tests and bloody tests, instead of Fight!, DoW or R&C because of time. Afterwards, each PC affects the larger battle like a linked test (either helping or hindering the army roll).
Then the armies each roll once against each other (taking into account the modifiers from the PC “linked tests” and any other modifiers) and the losing side loses Disposition until one side is defeated.
(There could even be a variation of “concessions” to determine how thoroughly each side is hurt relative to the other if desired).
Finally, that affects the flow of the larger battle, which is a simple opposed roll against a larger-scale Disposition (without strategies or action types because it’s completely out of the player’s hands and so extra detail is basically the GM playing against him or herself). Note that both battles that the PCs are involved in and smaller, personal missions they engaged in that directly tie into the war all count as linked tests for boosting (or hurting) the war roll. However, the pPCs arguing about who gets what booty doesn’t (though it’s still fun and ties into advancement, artha, etc. as normal).
To rephrase the above on a higher level:
[ol]
[li]The players act out regular scenes based on BIT like normal in BW
[/li][li]Some, but not all scenes are either Missions or part of larger Battles
[/li][li]Missions act as linked tests to help the next War! roll
[/li][li]Inside of a battle, each player (or the players as a group) play out specific scenes–probably similar to R&C positioning, but other possibilities exist–and it acts as a linked test for the Battle! roll
[/li][li]Battle! rolls work similar to DoW, with each side taking a strategic action and the winner taking away some of the loser’s Disposition (I’ll probably use the battle! rules from Burning Kingdoms, but may simplify it substantially, since the player focus is on the spotlight scenes they’re in, not the commander-eye view of the battle)
[/li][li]Missions and Battles act as linked tests for the War! rolls
[/li][li]War! is simply a periodic roll of one side of the war’s Strength vs. the other side’s to lower their overall Disposition (I’ll probably use the Burning Kingdom rules for creating the sides, but may simplify or skip that part)
[/li][/ol]
Basically, the players will act out scenes using the regular BW rules that are about their characters and their BIT, but that influence the larger conflicts using a version of the linked tests rules. And the meta-conflicts (whether the whole war or a specific battle) will be resolved with a hadnful of opposed rolls simialr to a DoW against the opponent’s Disposition which are rolled between the PC’s scenes.
(It’s simpler in my head than it sounds when I try to explain it…
)
-John