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Accomodatin players who are motivated by power fantasies in a heroic fantasy campaign
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<blockquote data-quote="Doug McCrae" data-source="post: 5184228" data-attributes="member: 21169"><p>Solution 3 does seem to be the best option, it basically works like the original series of Star Trek with Rob's PC as Captain Kirk. Even though he's in charge of a starship, he always beams down and gets into fist fights with lizardmen.</p><p></p><p>My group has exactly the same problem. There are a couple of players - Chris and John - who love to be leaders of organisations while the rest of us don't care for it. I particularly dislike it in fact. When Chris GMs the PCs are forever being given responsibility - we've been in charge of a crime gang and whole fleets of pirate ships. One session we had to run a hotel in Sigil.</p><p></p><p>In the last game I ran, which was superhero, John's first PC was a member of a Sapphire & Steel/MI6-type organisation. His second went even further and was a space captain from a Warhammer 40K-type galactic star empire. That's John.</p><p></p><p>The problems with this are two-fold, I find:</p><p>1) The leader player gets to talk too much. He just takes up too much table time dealing with organisation stuff, while the other players aren't involved. This was the case with the Sapphire & Steel org, which was highly secret ofc. I can see how a more public organisation can work better as the other players can get involved in it. But what if, like me, they don't want to?</p><p>2) The leader PC has too much power compared to the non-leader PCs. This can be solved by making the important parts of the game revolve around high powered man-to-man combat, which is traditional in D&D. But otoh there is the LotR/First Fantasy Campaign tradition of the culmination of a campaign being a huge battle with thousands of troops. And there's still the problem of the leader PC being too potent out of combat, with his spies and so forth.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5184228, member: 21169"] Solution 3 does seem to be the best option, it basically works like the original series of Star Trek with Rob's PC as Captain Kirk. Even though he's in charge of a starship, he always beams down and gets into fist fights with lizardmen. My group has exactly the same problem. There are a couple of players - Chris and John - who love to be leaders of organisations while the rest of us don't care for it. I particularly dislike it in fact. When Chris GMs the PCs are forever being given responsibility - we've been in charge of a crime gang and whole fleets of pirate ships. One session we had to run a hotel in Sigil. In the last game I ran, which was superhero, John's first PC was a member of a Sapphire & Steel/MI6-type organisation. His second went even further and was a space captain from a Warhammer 40K-type galactic star empire. That's John. The problems with this are two-fold, I find: 1) The leader player gets to talk too much. He just takes up too much table time dealing with organisation stuff, while the other players aren't involved. This was the case with the Sapphire & Steel org, which was highly secret ofc. I can see how a more public organisation can work better as the other players can get involved in it. But what if, like me, they don't want to? 2) The leader PC has too much power compared to the non-leader PCs. This can be solved by making the important parts of the game revolve around high powered man-to-man combat, which is traditional in D&D. But otoh there is the LotR/First Fantasy Campaign tradition of the culmination of a campaign being a huge battle with thousands of troops. And there's still the problem of the leader PC being too potent out of combat, with his spies and so forth. [/QUOTE]
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