View Full Version : command structure in RPGs
grizakato
Feb 9th, '09, 01:21 PM
i'm trying to plan a ww2 campaign with the characters being members of the armed forces - any suggestions as to how to handle the differences in rank between PCs? giving orders to NPCs is one thing, but some players might not appreciate being treated the same way by other PCs - i've not found anything helpful in any of the genre books
Ian Mackinder
Feb 9th, '09, 02:40 PM
Understand that "irregular" forces (such as commandoes) tended to be more casual about rank in any case. Especially since they operated in comparitively small specialized groups - and this is the sort of situation that most rpgs seem to go for.
Even in "regular" units, an officer with any intelligence would realize that his word may be law, but (IF time and circumstances allow ) "suggestions" from the lower ranks can be well worth listening to. Not necessarily acted on, mind you, but one never knows.
In general, for your group, I suggest:
(1) Make VERY clear distinctions between what PCs say "in" and "out" of Character. Discussions about tactics between old gaming buddies Bob and Dave will probably be quite different to similar discussions between their characters Major Hardass and PFC Rambo.
(2) Make sure that the PCs understand that their Characters are part of a military organization. Using initiative and creativity to solve problems (and complete missions) should always be encouraged; but any Character that keeps being disruptive to the group, messing up mission plans, disobeying orders, backchatting higher ranks (PC or NPC), and generally being an asshat should be bounced out of the group quicksmart. It doesn't matter if a Character is bullet-proof and can snipe targets on the horizon - if he cannot act as part of a military team, then the military will not want him. In the field, if a Character starts seriously misbehaving, then the others would be quite justified in shooting him dead.
(3) Keep a close watch on PCs with authority, to make sure they don't abuse it (and sternly warn them if they do). Give the higher ranks extra (unpleasant) stuff to do - lower ranks have downtime to relax (and give thanks that they are not officers), whilst the officers have to deal with paperwork and higher ranking officers.
(4) Carefully define and make use of the chain of command. If a general is unhappy about a unit's performance, he is NOT going to individually counsel each grunt there to figure out the problem. What he most probably will do is send a message to, or even "have a quiet word in private" with, the commanding officer. The CO will then go and scream at his subordinates, who will in turn scream at their subordinates, and so on. The problem is either resolved or, if the general gets sick of this BS, the CO is transferred out or court-martialled.
******
I also suggest reading several non-rpg books about military history, units, leaders and so forth. Plenty to choose from.
grizakato
Feb 9th, '09, 02:49 PM
actually ex-Air Force & working on a Master's in Military History - one of those "know how to say it in real life but not to gamers" situations - you mind if i use some of your stuff?
Ian Mackinder
Feb 9th, '09, 02:57 PM
Hope I wasn't stating too much of the bleeding obvious, then.
If there is anything here you can use, feel free to do so - that is what this forum is all about.
grizakato
Feb 9th, '09, 03:11 PM
thanks again for your help -
Powered by vBulletin® Version 4.2.0 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.