Leaders

Quasqueton

First Post
Does you group of adventurers have anything even remotely like a "leader"?

How did this person become the leader? Was it in-game, or out-of-game?

What is the job of a leader in an adventuring party?

How do you define a "leader" of an adventuring party? Is there a difference between the leader and the "face man"?

Is having a leader a good thing or a bad thing in an adventuring party?

Quasqueton
 

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Quasqueton said:
Does you group of adventurers have anything even remotely like a "leader"?

Yes.

How did this person become the leader? Was it in-game, or out-of-game?

The campaign's backstory revolves around a group of nobles and royalty who are sent on a quest to find an ancient relic. The second in line for the throne is also the leader of our party, and we defer to her (more or less).

What is the job of a leader in an adventuring party?

In this case, she makes the ultimate decision regarding what direction and strategy we will take to find the relic - with lots of consultation, of course. And also, her job is not to die.

How do you define a "leader" of an adventuring party?

She's the princess - she has the final word, more or less.

Is there a difference between the leader and the "face man"?

Not in this case - she is a high-CHA rogue with a lot of social skill ranks.

Is having a leader a good thing or a bad thing in an adventuring party?


In this case, it is working out well - we have all bought into the back story and so it provides us with some nice role-playing opportunities.

I can see it going awry with a less-mature person at the helm, though.


jtb
 
Last edited:

Quasqueton said:
Does you group of adventurers have anything even remotely like a "leader"?

How did this person become the leader? Was it in-game, or out-of-game?

What is the job of a leader in an adventuring party?

How do you define a "leader" of an adventuring party? Is there a difference between the leader and the "face man"?

Is having a leader a good thing or a bad thing in an adventuring party?

Quasqueton

Yes, we do, and depending on the campaign, it tends to be different players. :) Generally, it happens in game and in character - usually its the player who chooses to play a charismatic character and plays that character well. At some point the other players start to look towards that person for guidance. People who tend to be good leaders tend to play charismatic characters, though not always diplomatic ones. So I think that many leaders are a facemen but not all facemen are leaders. :)

In our group, the leader tends to do most of the "in character" interactions with NPCs in situations where diplomacy is involved, but again, only if there isn't someone else who is better able to do it, storywise or skillwise. The leader also helps to keep the other PCs on track in their quest or mission or might even find jobs or quests for the party, since NPCs tend to approach an obvious leader first. (Out of character, the player who plays the leader tends to be a leader in real life and keeps the game on track.) The leader listens to everyone's ideas, knows the strengths of the individuals in the party and synthesizes a course of action based on that. He doesn't so much decide what the party will do but rather coordinates all the elements so that everyone is involved and not stepping on each other's toes.

This works well in our current group, but we've had players in the past who were argumentative and wanted their way in everything little thing - too many chiefs and all that. :p
 

In the Robotech game I play in the leader was chosen by a poll and it ended up being my character, who neither I as a player nor her as a character wanted to be one.

Regardless, the guy in command (since we are in the military), said that my character was in charge and she went with it. It took lots of failures on the character's part for her to become a decent commanding officer. Now people follow her around because they know she is good enough at her job that they come home alive at the end of the day. So in this instance it was both out of game and in game at the same time and it worked really well.
 

There's usually someone filling the position of leader, at least on an unofficial basis, in any of our games where the PCs are an independent group with no higher authority in charge of them. And sometimes even if there's not an actual in-character group or if there is an NPC authority that's supposed to be in charge, there'll still be a leader.

Most of the time it's a job you get out-of-game; you're assertive enough to keep everyone on track, you make the best and most convincing arguments for what we should do next and how we can best accomplish a goal, and it translates into your character being the person who comes up with the big plans. Being leader doesn't mean you're a dictator, usually; our leaders tend to get a bunch of options in there, but once the consensus is reached they're always the one who tells the GM what the party is doing next. As a GM, it's nice because you can tune out the generally bizarre things the players are thinking about trying when they're talking among themselves, and just wait for the leader to tell you what their final decision is.

Generally, being leader also makes you the face man for NPC interactions, though if some other character has much better social skills they'll take over that part of the job (and you'll probably end up prompting them).

Being the leader is the next stage of being the note monkey; when you're the note monkey, you're keeping track of all the plotlines and bits of information the GM is throwing at you, but you're not trying to convince anyone about what they should be doing next. Once you get confident enough to start announcing what you think everyone should work on next, generally you've got their trust and you've assumed an unofficial leadership position. If that's what you want, anyway; you have to actually take the lead before anyone's going to think of you as the leader, so you could just as easily stay the note monkey and never have to worry about the rest of it.

What I think is interesting is that in our group, the dynamic of who is leader ends up having nearly nothing at all to do with the characters in the game. The leader is the player everyone trusts to make the right calls and be on top of the situation, and even if the PCs are generated with an eye towards making someone else the offical leader in-game, the de facto leader will always be that player's character. And there are some players who can make a PC that qualifies as a leader, can take notes and stay focused and make suggestions all the time, but the rest of the group still won't think of them as or treat them like one of the leaders.

It's also funny to watch what happens when one of the players who usually takes a leadership role decides enough is enough and refuses to do it in the next game, because suddenly the whole party is running around in different directions, and a lot of people will still think of that particular player and his or her character as the leader. Even the GM will.

(But even though it's often disruptive in that particular game, the fact is that the players who get recognized as leaders need to step away from that role every now and again, both because they get burned out on it and because it encourages someone else to take a stab at leadership.)

--
i don't know if it's strictly necessary, but obviously it's strongly encouraged
ryan
 

In my current game, my character isn't actually the leader of the group, but more or less the driving force behind what the group is going to do. This is the case because my character is LN and the majority of the party is some type of Chaotic.

My character keeps the other characters on track by reminding them that we have a goal to achieve. It usually works. If the party needs a spokesperson, that job usually goes to the bard. For the most part it's a good thing to keep the party on track...in game and out. :)
 

Cool topic!

In the games I run, there's sometimes a leader and sometimes not. It depends on the characters usually. Leadership roles are somewhat shared based on who's quest they're on and who's motivated. :)

Having a leader can be good or bad for a party, but either way it usually saves some time- it seems to cut down on the constant debate that adventuring parties tend towards before actually doing anything. :\
 

Hm... I don't think we have leaders in our groups. There's usually a "face-man", ie the most charismatic or diplomatic character in the group, but there's never an "appointed" leader. When a decision has to be made, there are usually lots of discussions until some sort of consensus is reached, or until the more recalcitrant characters go "fine, whatever" :)

AR
 

Despite how much I hate it, when I play in my normal group everyone subconsciously elects me as leader. Even if I correctly roleplay play CHA 7 characters. Even if I can't speak their language. And I'm not even terribly charismatic IRL; it must be because I'm the DM more often than not and I've been the DM for several years. If I don't tell people what to do, they start wandering off, bickering, and making terrible decisions. I'm literally struggling to shake this off me, and I'm just recently obtaining some success.
 

Quasqueton said:
Does you group of adventurers have anything even remotely like a "leader"?

We often end up with one.

How did this person become the leader? Was it in-game, or out-of-game?

It usually just 'happens'; someone is effectively appointed, usually whomever has to go and fetch the others at the start.

What is the job of a leader in an adventuring party?

Decision making. Sometimes thinking so the others don't have to.

How do you define a "leader" of an adventuring party? Is there a difference between the leader and the "face man"?

Not usually. If someone's playing a Paladin or Cleric, odds are fairly good they will be the leader..especially if that player is me.

Is having a leader a good thing or a bad thing in an adventuring party?

I generally don't see much use for one, personally. But my groups usually have trouble making their minds up on things and acting in a common fashion, so someone who can say 'we go *this* way' is sometimes handy.
 

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