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*TTRPGs General
Justifying adventuring when you're the Boss
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<blockquote data-quote="Skyscraper" data-source="post: 5133527" data-attributes="member: 48518"><p>I've had a 10-year long campaign occur with the PCs being the adventuring leader type.</p><p></p><p>I think the answer to your question will differ from one player to the next. Here are thoughts:</p><p></p><p>- Ask the player why <em>he</em> feels that his leader should leave to explore or adventure himself. If they say "I don't know", then get his imagination working.</p><p>- In our world, leaders (e.g. nation leaders) are usually not combatants that can single-handedly defeat hundreds of opponents. In D&D and some other RPGs, they are.</p><p>- Have the PCs develop a trustworthy relationship with a few NPCs that they leave in charge. These NPCs can start by adventuring with the PCs and gain their trust over time.</p><p>- Ask the players why they feel that the adventuring leader makes no sense whatsoever <em>in the gaming environment</em>. I mean, at one point, if you're playing a fantasy RPG and you're not too inclined towards realism as a consequence, having the leader adventure is not that far-fetched IMO. Back to my first point: I'm sure they can find an easy solution to explain their adventuring envies. Think about this billionnaire (who's name I forget) who died a year or two ago while flying his plane across the Atlantic ocean (or something): he also went on boat trips, wanted to go into space, did extensive hiking trips, ... He was a bit out of the ordinary, why can't the PCs be too?</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5133527, member: 48518"] I've had a 10-year long campaign occur with the PCs being the adventuring leader type. I think the answer to your question will differ from one player to the next. Here are thoughts: - Ask the player why [I]he[/I] feels that his leader should leave to explore or adventure himself. If they say "I don't know", then get his imagination working. - In our world, leaders (e.g. nation leaders) are usually not combatants that can single-handedly defeat hundreds of opponents. In D&D and some other RPGs, they are. - Have the PCs develop a trustworthy relationship with a few NPCs that they leave in charge. These NPCs can start by adventuring with the PCs and gain their trust over time. - Ask the players why they feel that the adventuring leader makes no sense whatsoever [I]in the gaming environment[/I]. I mean, at one point, if you're playing a fantasy RPG and you're not too inclined towards realism as a consequence, having the leader adventure is not that far-fetched IMO. Back to my first point: I'm sure they can find an easy solution to explain their adventuring envies. Think about this billionnaire (who's name I forget) who died a year or two ago while flying his plane across the Atlantic ocean (or something): he also went on boat trips, wanted to go into space, did extensive hiking trips, ... He was a bit out of the ordinary, why can't the PCs be too? Sky [/QUOTE]
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