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General Tabletop Discussion
*TTRPGs General
Mercs, cohorts, and hirelings—do you let your players use them?
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<blockquote data-quote="Jack7" data-source="post: 4888966" data-attributes="member: 54707"><p><em><strong>All of the time.</strong></em> But they don't just hire out muscle. Since they are a paramilitary and covert (undercover) team working for the Byzantine government they often work in cooperation with other units, hire on assistance (though not necessarily disclosing what they are really up to), and collaborate with various experts on different assignments, missions, or adventures. They take on local guides, men-at-arms, work with the "police," with the military, with government officials, have even done cooperative missions with semi-autonomous enemy forces. Some of them used to actually be enemies, such as a Viking convert become an Orthodox Christian and trusted team member. And they've worked with a wide range of mercenaries and regular soldiers and sailors, though as often as not they employ civilians or experts of other kinds (non-military).</p><p></p><p>And of course they have a wide-ranging network of contacts throughout the Empire, Middle East, Eastern Europe, parts of Western Europe and Africa, and even over into Persia. I'm all for networking, both in game and in real life. It makes you far, far more effective and capable in most things.</p><p></p><p>No-one can do everything all by themselves (although I'm big on the value of the <strong><a href="http://www.enworld.org/forum/blogs/jack7/1835-renaissance-gild-introduction.html" target="_blank">capabilities of the individual</a></strong>, and <strong><a href="http://www.enworld.org/forum/blogs/jack7/1836-u.html" target="_blank">what the individual can and should achieve</a></strong>), and small teams suffer the same kind of liabilities and inefficiencies and limitations that individuals do. It's simply smart operating procedure to know your limitations and then overcome those liabilities by cleverly employing the right people to help you get your work done efficiently and well.</p><p></p><p>If I personally could hire a scout and avoid blundering around wasting time or getting ambushed in unfamiliar enemy territory, or if I can hire a spy to prepare me for a potentially dangerous encounter, or if I need to buy reliable information or hire extra hands for a difficult mission, then I'm all over that. I'd do it just like I'd do it in real life. I'd investigate reliability and reputation and if everything fit as best as I could determine it, I'd employ who I needed to. I encourage my players to do the same. Better to succeed with the help of others than to fail alone in your hubris.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4888966, member: 54707"] [I][B]All of the time.[/B][/I] But they don't just hire out muscle. Since they are a paramilitary and covert (undercover) team working for the Byzantine government they often work in cooperation with other units, hire on assistance (though not necessarily disclosing what they are really up to), and collaborate with various experts on different assignments, missions, or adventures. They take on local guides, men-at-arms, work with the "police," with the military, with government officials, have even done cooperative missions with semi-autonomous enemy forces. Some of them used to actually be enemies, such as a Viking convert become an Orthodox Christian and trusted team member. And they've worked with a wide range of mercenaries and regular soldiers and sailors, though as often as not they employ civilians or experts of other kinds (non-military). And of course they have a wide-ranging network of contacts throughout the Empire, Middle East, Eastern Europe, parts of Western Europe and Africa, and even over into Persia. I'm all for networking, both in game and in real life. It makes you far, far more effective and capable in most things. No-one can do everything all by themselves (although I'm big on the value of the [B][URL="http://www.enworld.org/forum/blogs/jack7/1835-renaissance-gild-introduction.html"]capabilities of the individual[/URL][/B], and [B][URL="http://www.enworld.org/forum/blogs/jack7/1836-u.html"]what the individual can and should achieve[/URL][/B]), and small teams suffer the same kind of liabilities and inefficiencies and limitations that individuals do. It's simply smart operating procedure to know your limitations and then overcome those liabilities by cleverly employing the right people to help you get your work done efficiently and well. If I personally could hire a scout and avoid blundering around wasting time or getting ambushed in unfamiliar enemy territory, or if I can hire a spy to prepare me for a potentially dangerous encounter, or if I need to buy reliable information or hire extra hands for a difficult mission, then I'm all over that. I'd do it just like I'd do it in real life. I'd investigate reliability and reputation and if everything fit as best as I could determine it, I'd employ who I needed to. I encourage my players to do the same. Better to succeed with the help of others than to fail alone in your hubris. [/QUOTE]
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Mercs, cohorts, and hirelings—do you let your players use them?
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