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<blockquote data-quote="Starfox" data-source="post: 5257023" data-attributes="member: 2303"><p>To the OP; listen to all the talk about bait-and-switch, many wise things have been said. I have nothing to add to that, but can tell of my own experiences in military style campaigns. I've been in two in the last few years. </p><p></p><p>The first was in Dragonstar, a space opera setting using DnD (3.0) rules. I was Co-DM. The force was copied off the Colonial Marines of Aliens, and many of the missions were against abberations. In almost all the missions, the PCs were on their own (much like in the film), command and support being at least a few days away. PLayers had the option to be officers (half-dragons and sorcerers were officers in this setting) but few choose to. The military was a backdrop, a source of pay and supplies, and a patron. The campaign was very episodic, with little continuity from mission to mission. There was never a question of taking the mission or not; the brass assigned you a mission and you solved it any which way you could. The players remained grunts the entire campaign. Level 13 grunts do have some degree of pull by virtue of all our decorations, but we never even tried to make a career or go political.</p><p></p><p>The other was a Knights of Cormyr campaign set in the Forgotten Realms. We started out as squires and scions of noble families, gradually working ourselves up to leading position. We did missions as they came up, and tough we might have had the option (especially later on) to not take missions, there would have been bad consequences of doing so. The crown supplied us and gave us orders. Unlike Dragonstar, we made careers and ended up more or less as lords of the regency.</p><p></p><p>Both these games ran very well and great fun was had by all. It was liberating to be given missions to solve without having to think about economic compensation or other concerns - the "mission from on high" is a very good adventure hook.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5257023, member: 2303"] To the OP; listen to all the talk about bait-and-switch, many wise things have been said. I have nothing to add to that, but can tell of my own experiences in military style campaigns. I've been in two in the last few years. The first was in Dragonstar, a space opera setting using DnD (3.0) rules. I was Co-DM. The force was copied off the Colonial Marines of Aliens, and many of the missions were against abberations. In almost all the missions, the PCs were on their own (much like in the film), command and support being at least a few days away. PLayers had the option to be officers (half-dragons and sorcerers were officers in this setting) but few choose to. The military was a backdrop, a source of pay and supplies, and a patron. The campaign was very episodic, with little continuity from mission to mission. There was never a question of taking the mission or not; the brass assigned you a mission and you solved it any which way you could. The players remained grunts the entire campaign. Level 13 grunts do have some degree of pull by virtue of all our decorations, but we never even tried to make a career or go political. The other was a Knights of Cormyr campaign set in the Forgotten Realms. We started out as squires and scions of noble families, gradually working ourselves up to leading position. We did missions as they came up, and tough we might have had the option (especially later on) to not take missions, there would have been bad consequences of doing so. The crown supplied us and gave us orders. Unlike Dragonstar, we made careers and ended up more or less as lords of the regency. Both these games ran very well and great fun was had by all. It was liberating to be given missions to solve without having to think about economic compensation or other concerns - the "mission from on high" is a very good adventure hook. [/QUOTE]
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