Roleplaying a fair and decent leader

Interestingly, I am playing a Rogue Trader at the moment in a WH40k game. For those who don't know, you are basically a ships captain and one of the most important people in the imperium.

That being said, you have a crew of advisers and companions, your Master of Arms, Chief engineer, and the like.

The way is to listen to the advice of your PC's, but without running roughshod do what is best. Each to his own; if there is a need for a spymaster, then as a cavalier is not best to do it himself. Let each PC have his moment and don't glory hound, and you'll have enough NPC's bowing down to you anyway. In fact, don't try to hog the limelight at all, and in fact give it to the other players. Congratulate them and honor them as the king you are.
 

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Have a vision, something you want to achieve. Make it the defining characteristic of your realm. Enthuse others about your goal and make them feel inspired to work out any details on how and when - your main issue is the why.

Do not lose sight of the day-to-day running of the land, but delegate it to advisers that you keep close tabs on.

Delegate, delegate, delegate. Then delegate some more. And keep tabs on the people you've delegated.
 

I've played a ruler character-- there's a link to my storyhour in my sig (it's the "Aphonion Tales" thread--there's some normal adventuring before he becomes a ruler, so you may need to skip forward some if you're interested in reading that section). I like to think that he is fair and reasonable, for all that he's not so wise and has some character flaws. A couple of things to bear in mind, mostly related to keeping the other players happy:

As others have said, delegate, delegate, delegate. And then stay informed, but particularly when you're delegating to other PCs, let the other PCs run their areas. If one of the PCs is your marshall, and you're fighting a war, that PC should basically be in charge of the military operations. That doesn't mean you won't have input in the most important decisions--you will and you should, and you'll have control over, for example, the peace process--but let the general be the general.

Always discuss major things before doing them.

Actively solicit plans and advice from the other PCs. If player B comes up with a plan, and you pick that as the plan of action, you both end up happy. If you just tell the other players what to do, they're likely to end up frustrated.

To the extent possible, encourage the GM to run relevant information through the appropriate PCs, not directly to you.

Bear in mind that as the king, you'll probably be less in the thick of things for some adventures. This is good--it adds something cool to the other PCs who can run off and just do things without worrying so much that they're going to decapitate the government if they die.

You don't need to be perfect. If you have foibles or weaknesses--particularly ones that the other PCs know about and can compensate for--it makes the other PCs more important. (For example, my ruler character is a womanizer with a tendency to make really bad decisions when sex is involved. Thus, the other PCs have to run interference and compensate. My PC is also impetuous and more than a little foolish, although also smart, so the other PCs have to work to prevent him from making brash choices. Because they largely succeed, everyone ends up happy.)

A good leader makes their subordinates feel important, worthwhile, and empowered. That means giving real responsibility, and then praising when that responsibility is carried out well. That's true in a business, it's true in real-world government, and it's doubly true in a fantasy government that's supposed to be fun for everyone.

Playing a ruler can be super fun, and if done right can be lots of fun for the advisor PCs as well. Good luck!
 

Many leaders 'play favorites,' and devote more attention to whatever interest aligns with their own, such as the military, when his army will be forced to raid it's own citizenry (either directly, like those warlords whose men steal air-dropped emergency relief supplies for their own use, or through your oppressive taxes to fund the army, like Kim Jong Il, allowing thousands to starve to death to maintain a military to defend against entirely imaginary threats) if the *farms* aren't given priority. Everything works together, and becomes interdependent.

On the one hand, a military force is *going* to be needed in the River Kingdoms. On the other hand, neglecting 'everybody else' is going to lead to either another failed River Kingdom, or one so oppressive that it makes running off to join the bandits look like a better lifestyle choice.

A Roman solution is to award land to the soldiers, and turn them into farmers, when they aren't soldiering. A Swiss solution is to make *everybody* a soldier, at least, for a time, and require everyone, no matter how long they've been out, to get together once a year to re-qualify with their weapons, so that the 'commoners' remain functional soldiers, with training, chains of command for their local communities and assigned weapons that they have to keep at their homes, in working order, and the standing army can be that much smaller.

The 'us vs. them' that can build up, and lead to military coups in some countries, and wild use of the guillotine in bloody peasants revolts in others, is nipped in the bud by a system where the leader doesn't (egregiously) favor one group over the other, because they are all the same group.

The army shouldn't be able to say, 'he's ignoring defense, we're all gonna die in the next bandit attack!' and the temples shouldn't be able to say, 'he's ignoring faith, we're all gonna go to hell!' and the peasantry shouldn't be able to say, 'he's over-taxing us and taking us for granted to supply his expensive boondoggle heavy cavalry that we can't even use because we live in a bloody swamp, we're all gonna starve!'

Some leaders make gestures like having one day a year where the nobles and commoners all mingle, equal in status for one day, at some grand feast, where the king has to wait in line behind the blacksmith and the midwife before he eats.

Others take a certain number of cases of justice per day, week, whatever and pronounce judgement on them, showing off their fairness. The TV show Kings had an example of such a day, when King Silas would take a half-dozen or so cases, collected from hundreds submitted for him to overturn or render judgement upon, and make rulings (which, in his case, were hand-picked to show off his fairness and egalitarianism, with some cases always being chosen to show off how he cared about the little people, like disputes between farmers over who owned which cow).

In the real world, Governors and Presidents similarly get involved, sometimes by issuing pardons in cases where they feel that justice has been dealt too harshly (or where they've got some shadier motivation, but that's not relevant to what you want to do here).

Having your ruler sometimes be seen as the face of temperance and mercy can make him popular with the hopeful, who begin to see in him someone who respects life, including lives as lowly as theirs. Having him be sometimes seen as harsh and unforgiving can make him equally popular with the fearful, who will be comforted by his willingness to kill anyone they regard as a threat.

Mixing the two is walking a tighrope over a pit of alligators, but there's a time to be merciful and idealistic and there's a time to be ruthless and practical. A leader who can reassure *all* of his people will have to be both.
 
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The section on Marshals in the 3rd Edition Player's Handbook II has some excellent advice on this topic. I don't have it here, and maybe someone with the book handy can excerpt it, but it gave ideas like:

Take all PC's advice and choose one of them as the "best plan", if possible.
Give praise when someone kicks butt - "By the gods, you fought like a lion against that troll!" etc.
Shift that praise around - find something praiseworthy about a different PC each time.
Don't bark orders - instead, when someone goofs up, then "damn with faint praise" - it will be noticeable if you're following the other topics above.

...and so on. If I get a chance, I'll try to excerpt it at home, but anyone feel free to beat me to the punch.
 

I suggest you read comic books - lots of them. Some of the greatest archetypes for "leaders" are characters in comic books. Some characters, in particular, that I recommend reading up on:

Captain America (Steve Rogers) - various runs of Avengers
Cyclops (Scott Summers) - various runs of X-Men and its spinoffs
Hawkeye (Clint Barton) - West Coast Avengers or Thunderbolts
Colonel/General Hawk - G.I. Joe, especially the old-school '80s issues.

Some other good models that come to mind for leaders are characters like Horatio Hornblower, Kirk, Picard, Aragorn, Master & Commander's Lucky Jack Aubrey, Firefly's Malcolm Reynolds, Stargate SG-1's Colonel Jack O'Neil, or Dragonlance's Tanis Half-Elven. And if you really want to go nuts, there's at least 4 in Kingdom of Heaven - Norton's tragic King Baldwin of Jerusalem, Neeson's Baron Godfrey of Ibelin, Bloom's Baron Balian of Ibelin, and, of course, Massoud's Saladin.

There's some traits all of these characters have in common. Generally, they tend to think first of others and only secondarily of themselves. They also tend to be "lead from the front" types. Their primary goal is not glory, but something larger. And in a pinch, they're always the guy fighting the rear-guard action. They're always the guy willing to make sacrifices for everyone else. And they're the ones who make the hard choices and live with the consequences.

The biggest problem with leader-types in games is what I like to call "D&D Paladin" syndrome. By contrast to most leaders, most D&D Paladins are annoying. They're more about talking than doing. They're likely to execute suicidal frontal assaults that get everyone else killed. A well-played paladin is the opposite. He'd be humble, modest, and inspiring. Like Captain America at his best, he's the kind of guy that makes you want to follow him into a seemingly hopeless battle, and convinces you it isn't hopeless. And then somehow he goes about making that true. It helps if you're a smart tactician, because then you can offer good suggestions in combat.

And when the situation seems hopeless, you ask someone else to do just what they can do, while you take it on yourself to do the impossible.

As a result of this tendency to risk themselves, properly played leaders often have short life-expectancies. Unless the characters with them back them up. Firefly is a great example of this kinda thing in action. Mal has no problem dying for his crew..."'course that ain't exactly plan A." And they just won't let him do it. You want to be a non-annoying leader? Just be a noble self-sacrificing SOB. Assuming it doesn't get you killed, everything else will fall into place.
 

...like Horatio Hornblower, Kirk, Picard...

IMO, Captain Kirk is NOT a good example of this type of leader. :) The dude was a showboater of the first order. Awesome on screen, yes, but not a "servant-leader" as Firelance describes the term.
 

By the way, it's worth noting that historically, you couldn't really BE a leader without being a warrior as well. Up until relatively modern times, even most political leaders were expected to take to the field of battle. There's a reason our first President was the general who commanded the troops during the Revolution.

It's very hard to be a good leader without being a smart tactician. That's the biggest problem with the "Lawful Stupid" paladin archetype - guys like that get people killed. There's some great stuff in the Captain America storylines from recent years (which you can find in trade paperback) - examples of him on the beaches of Normandy, or leading raids against fortified bases on the Russian Front. This character was all about keeping everyone else alive as much as possible. He didn't risk himself or other people stupidly, and he didn't object to covert actions.

A just ruler values the lives of those he rules. A smart ruler views war and battle as his last alternative - because wars are always costly in terms of lives and quality of life. The just ruler's goal is the betterment, not of his own lot, but the lot of those under his rule. It's a delicate balancing act - but very fulfilling if you can do it.

Competence goes a long way towards winning people over. You're less likely to run into reticence over your decisions if they're smart ones.
 

As a leader, I would be very fair and balanced.

vlad_the_impaler_ilustration_germanic__3.jpg
 

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