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Roleplaying a fair and decent leader
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<blockquote data-quote="Cerebral Paladin" data-source="post: 5132025" data-attributes="member: 3448"><p>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:</p><p></p><p>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.</p><p></p><p>Always discuss major things before doing them.</p><p></p><p>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.</p><p></p><p>To the extent possible, encourage the GM to run relevant information through the appropriate PCs, not directly to you.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>Playing a ruler can be super fun, and if done right can be lots of fun for the advisor PCs as well. Good luck!</p></blockquote><p></p>
[QUOTE="Cerebral Paladin, post: 5132025, member: 3448"] 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! [/QUOTE]
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