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Does the party need a leader?
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<blockquote data-quote="Czhorat" data-source="post: 1191717" data-attributes="member: 13826"><p>This, more than anything, is what I thought of when I read the initial subject. I don't think anyone expects one leader to take complete control of the group both in and out of combat; that may as well be a solo adventure. I don't think I've ever played in a game in which someone was formally elected leader, but there's always someone who takes the mantle of leadership -- pushing the party along, making suggestings, spotting alternatives. Not quite a field-general, but someone to give direction.</p><p></p><p>For example, let's look at the scenario DWARF discussed. The kind of leader I'm talking about would say, "OK -- it looks like something's up ahead. We can try to approach en masse or have the rogue sneak ahead to scout. Are you up for scouting? Does anyone object? No? OK. Go for it. If you run into trouble, hoot like an owl. If you're in REAL trouble, blow this signal whistle and start running back for us. If we don't hear from you again in the span of 150 breaths we'll come and get you? OK? All agreed? Go for it.</p><p></p><p>The "leader" in this case DID let the rest of the group make the choice of scouting or not, but he accomplished a few things. First, he listed the alternatives. If the party were tactically inexperienced, he could have added something about how moving as a group is safer, but having the rogue scout could supply intelligence and help gain the element of surprised. Second, he made sure that the details were all plans. What would the group do? How long would they wait? This saves lots of confusion, but still gives the others in the group a chance to comment.</p><p></p><p>Role-playing situations can be similar. The group with which I'm currently playing is a bit leaderless, and the campaign seems to be wandering a bit as a result. To repeat ThoughtBubble's example with some leadership added:</p><p></p><p>DM: You've arrived at that Ankalis, the port town. You're greeted by the smell of the ocean, and a view of the docks.</p><p>Leader: OK. We have some loot to sell, our underworld contact to meet, and that clue about the pirate ship to follow up on. Anything else?</p><p>PC1: I wanted to buy new armor!</p><p>PC2: I want to see if my wizard can find someone to teach him new spells.</p><p>Leader: OK. PC1 and I can go shopping. We'll sell our captured weapons and get his new armor. Someone needs to accompany the wizard while he looks for a new mentor. You have anything planned #3? No? Great. Why don't we meet at that pub across the street after running those errands and then head for the docks together.</p><p></p><p>Again, neither bossing people around nor allowing anarchy. What it DOES accomplish is keeping the game on track. Otherwise players might run off to do there own thing without a plan, a rendez-vous place, or protection for characters who might get into trouble on their own.</p><p></p><p>Just my two cents.</p></blockquote><p></p>
[QUOTE="Czhorat, post: 1191717, member: 13826"] This, more than anything, is what I thought of when I read the initial subject. I don't think anyone expects one leader to take complete control of the group both in and out of combat; that may as well be a solo adventure. I don't think I've ever played in a game in which someone was formally elected leader, but there's always someone who takes the mantle of leadership -- pushing the party along, making suggestings, spotting alternatives. Not quite a field-general, but someone to give direction. For example, let's look at the scenario DWARF discussed. The kind of leader I'm talking about would say, "OK -- it looks like something's up ahead. We can try to approach en masse or have the rogue sneak ahead to scout. Are you up for scouting? Does anyone object? No? OK. Go for it. If you run into trouble, hoot like an owl. If you're in REAL trouble, blow this signal whistle and start running back for us. If we don't hear from you again in the span of 150 breaths we'll come and get you? OK? All agreed? Go for it. The "leader" in this case DID let the rest of the group make the choice of scouting or not, but he accomplished a few things. First, he listed the alternatives. If the party were tactically inexperienced, he could have added something about how moving as a group is safer, but having the rogue scout could supply intelligence and help gain the element of surprised. Second, he made sure that the details were all plans. What would the group do? How long would they wait? This saves lots of confusion, but still gives the others in the group a chance to comment. Role-playing situations can be similar. The group with which I'm currently playing is a bit leaderless, and the campaign seems to be wandering a bit as a result. To repeat ThoughtBubble's example with some leadership added: DM: You've arrived at that Ankalis, the port town. You're greeted by the smell of the ocean, and a view of the docks. Leader: OK. We have some loot to sell, our underworld contact to meet, and that clue about the pirate ship to follow up on. Anything else? PC1: I wanted to buy new armor! PC2: I want to see if my wizard can find someone to teach him new spells. Leader: OK. PC1 and I can go shopping. We'll sell our captured weapons and get his new armor. Someone needs to accompany the wizard while he looks for a new mentor. You have anything planned #3? No? Great. Why don't we meet at that pub across the street after running those errands and then head for the docks together. Again, neither bossing people around nor allowing anarchy. What it DOES accomplish is keeping the game on track. Otherwise players might run off to do there own thing without a plan, a rendez-vous place, or protection for characters who might get into trouble on their own. Just my two cents. [/QUOTE]
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