Character Involvement (TCG)

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Wars, by definition, are conflicts between states and political systems, clashes between multiple armies involving thousands to millions of troops. How can individuals affect the outcome of a war?
In many ways. In the real world. an individual precipitated World War I with a single pistol shot, by slaying Archduke Ferdinand in Sarajevo in 1914. A small body of disaffected German generals could possibly have hastened the end of World War II if their assassination plot against Hitler had succeeded. In the same era-admittedly in a work of fiction (The Eagle Has Landed)-Lieutenant Kurt Steiner could have altered the course of the war had he succeeded in his attempt to kidnap or assassinate Winston Churchill.
On a smaller scale, acts of individual heroism can have great effects on the field of battle. Commando raids can sabotage equipment or destroy supply depots. Spies can gather intelligence that will warn their superiors of the enemy's plans, or discover weaknesses in the enemy's deployment.
In a fantasy world, the options are even wider. A single character can cause great changes by simply destroying or capturing a powerful magic item. A well-timed illusion or suggestion could goad an enemy commander into making a rash decision, or at least hesitating before making a move.
In any battle or campaign, there are certain turning points, the points that are hashed over so of ten in the history books. It's at these crucial "what-if" points that individual PCs can have a significant effect.
In an individual battle or siege, these turning points most often come down to timing. ("If the attack is launched immediately, the defenders' ranks will still be in disarray after repelling that last charge; if the attack is delayed by only a few minutes, the defenders will have time to regroup." "If a handful of troops can defeat the garrison members trying to close that gate, the army can gain entry to the castle.") Here PCs can alter the course of the battle, by distracting the commander-with magic or personal combat-or by performing acts of individual heroism.
Battles also often revolve around individuals and personalities. A Chaotic army held together solely by the indomitable will of its commander will hesitate and possibly collapse should that commander be eliminated. A prideful, arrogant officer might be goaded into doing something foolish by the japing of a bard. A commander might hesitate overlong before making the final charge if he sees what looks like a loved one among the enemy's lines.
Full-scale wars, too, can revolve around individuals. A charismatic leader might be able to persuade a country to enter into a war that would otherwise be unpopular (or a dictator might force the populace into it). Decreasing that leader's influence would significantly lessen the country's will to fight. This decrease in influence could take many forms, ranging from assassination or capture to public discredit and humiliation. Alternatively, a leader of conscience might be persuaded-either by word or magic-that the whole war is a bad idea. A handful of creative PCs would be the best force to undertake tasks like these.
Espionage and intrigue offer great opportunities for player involvement. Whether it involves a couple of thieves sneaking into an enemy command post at night to "liberate" the battle plans for the morrow, or a handful of disguised warriors trying to enlist with the bandit horde to overhear their battle plans, espionage can be tense and exciting.
On the operational level, too-which is between the scope of battle and war-PCs could have a significant effect. A handful of motivated warriors could destroy important supply depots or centers of communication, playing havoc with the enemy's ability to wage war.
As DMs plot out the dramatic story line that "drives" the war, they should also plot out a number of significant turning points. These can then be injected (subtly) into descriptions when the players want to know how the war is going. Smart players will pick up on these turning points, and their characters will get involved, perhaps altering the course of history for decades to come.