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Elements of a Military RPG
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<blockquote data-quote="Psionicist" data-source="post: 2505155" data-attributes="member: 1874"><p>Interesting. I've been thinking about this myself and I always get stuck at the same question... The reason.</p><p></p><p>One of the more (if not the most) important element is the _reason_ the military exists. Why fight and risk your life for _your_ planet? In normal D&D and Star Wars games you just have to figure out a reason why the characters are doing what they're doing but with a military theme you as the DM have to figure out why the military (as a group) exists.</p><p></p><p>The easiest is probably to create and conquer some common enemies now and then and bring the citizens together that way, it will breed patriotism and with some good rethorics your forces will mindlessly take care of themselves without asking questions ("are you saying this isn't the greatest planet in the universe?"). </p><p></p><p>Another, more passive idea is to defend your own planet against evil intruders (and not the other way around as above). That's not so fun though, until you have to invent the answer to the question why your citizens don't just move to another planet. The common enemy thing will work here.</p><p></p><p>A cool idea is to ignore this altogether and travel from planet to planet as mercenaries, then you can use different reasons the military and conflict exists each adventure. This is probably more suited for a RPG so you don't have to design armies (literally!) of recurring NPC's. But on the other hand you don't get the same military "stand your ground this is what we are fight for" feel.</p><p></p><p>Have you ever played Warcraft III? You can probably get some nice cool ideas from that game.</p></blockquote><p></p>
[QUOTE="Psionicist, post: 2505155, member: 1874"] Interesting. I've been thinking about this myself and I always get stuck at the same question... The reason. One of the more (if not the most) important element is the _reason_ the military exists. Why fight and risk your life for _your_ planet? In normal D&D and Star Wars games you just have to figure out a reason why the characters are doing what they're doing but with a military theme you as the DM have to figure out why the military (as a group) exists. The easiest is probably to create and conquer some common enemies now and then and bring the citizens together that way, it will breed patriotism and with some good rethorics your forces will mindlessly take care of themselves without asking questions ("are you saying this isn't the greatest planet in the universe?"). Another, more passive idea is to defend your own planet against evil intruders (and not the other way around as above). That's not so fun though, until you have to invent the answer to the question why your citizens don't just move to another planet. The common enemy thing will work here. A cool idea is to ignore this altogether and travel from planet to planet as mercenaries, then you can use different reasons the military and conflict exists each adventure. This is probably more suited for a RPG so you don't have to design armies (literally!) of recurring NPC's. But on the other hand you don't get the same military "stand your ground this is what we are fight for" feel. Have you ever played Warcraft III? You can probably get some nice cool ideas from that game. [/QUOTE]
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