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Peregrine's Nest: Taking Charge
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<blockquote data-quote="Deset Gled" data-source="post: 9159382" data-attributes="member: 7808"><p>To expand on this, in my mind a big difference here is, well, the amount of big differences.</p><p></p><p>Soldiers and armies are much more homogeneous than a D&D group. Yes, there will be people with specialties like medics and techs. And they will have different personal backgrounds. But overall, there is going be a lot of overlap in their training, skills, and goals. You can assume there is some form of orientation. And, most relevant to the OP, everyone will have similar expectations of power structure within the group.</p><p></p><p>By comparison, most D&D campaigns that I have played in let people create characters on their own, with wildly different results. There is often no immediately noticeably commonality in the characters. And getting together and forming a party is often limited to just "you all meet at a tavern". Generally speaking, there's no inherent structure in that; party dynamics form organically. Which is good and all, but it's also the exact opposite of the "military" style of play and power structure that the OP describes.</p><p></p><p>The only time that I've ever seen something like the OP describes happen is when it's set up in Session 0, and everyone agrees to join in. But I'd say that's rare. Sometimes, it even leads to players being more rebellious. If you start a thread on ENWorld with "here's my campaign suggestion" and it limits character creation in any way, inevitably you'll get a bunch of responses telling you to allow someone to break whatever limits you put in place. And IRL, I've actually had the experience of someone telling me they would only be happy if their character was from a race I didn't allow (it didn't matter what races I normally allowed or not, they wanted to be unique by breaking the rule).</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 9159382, member: 7808"] To expand on this, in my mind a big difference here is, well, the amount of big differences. Soldiers and armies are much more homogeneous than a D&D group. Yes, there will be people with specialties like medics and techs. And they will have different personal backgrounds. But overall, there is going be a lot of overlap in their training, skills, and goals. You can assume there is some form of orientation. And, most relevant to the OP, everyone will have similar expectations of power structure within the group. By comparison, most D&D campaigns that I have played in let people create characters on their own, with wildly different results. There is often no immediately noticeably commonality in the characters. And getting together and forming a party is often limited to just "you all meet at a tavern". Generally speaking, there's no inherent structure in that; party dynamics form organically. Which is good and all, but it's also the exact opposite of the "military" style of play and power structure that the OP describes. The only time that I've ever seen something like the OP describes happen is when it's set up in Session 0, and everyone agrees to join in. But I'd say that's rare. Sometimes, it even leads to players being more rebellious. If you start a thread on ENWorld with "here's my campaign suggestion" and it limits character creation in any way, inevitably you'll get a bunch of responses telling you to allow someone to break whatever limits you put in place. And IRL, I've actually had the experience of someone telling me they would only be happy if their character was from a race I didn't allow (it didn't matter what races I normally allowed or not, they wanted to be unique by breaking the rule). [/QUOTE]
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