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The Mercenary Campaign
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<blockquote data-quote="Don Durito" data-source="post: 7474712" data-attributes="member: 6687260"><p>The challenge, if the PCs are not in charge, is keeping it from being a series of "Here's another mission - do this". Which is fine, if the player's are happy with that - but to my mind you lose some of the appeal of the mercenary campaign.</p><p></p><p>If pcs are not in charge, perhaps make them involved in the senior leadership. A mercenary company doesn't have to run exactly like a regular army with a strict chain of command - it could be that certain decisions are voted on by important members such as whether to accept a commission - whether to take a payment and change sides etc (who gets to be the next captain if the current one bites it). This gives the PC's some input into the decisions of the company without having to shoulder all the burden for the logistics of the company (which can get tedious). It also means the PCs need to interact with the NPCs a lot (which helps flesh out the company and make it feel real) and allows for some political wrangling and backstabbing.</p><p></p><p>Another way to do this would be to use a bit of troupe style. Have PCs create ordinary soldiers and captains and lieutenants and switch between a group of PCs and another, with perhaps a bit of mix and matching. You could even do this within the same session - the first group of PCs decide it would be a good idea to send some scouts into enemy territory - and then cut to the second group of PCs who are the much put upon squad of soldiers who get given all the most dangerous jobs. This also has the advantage that it would make character death a lot less of an issue (and probably PC death should be reasonably common among a group of mercenaries).</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7474712, member: 6687260"] The challenge, if the PCs are not in charge, is keeping it from being a series of "Here's another mission - do this". Which is fine, if the player's are happy with that - but to my mind you lose some of the appeal of the mercenary campaign. If pcs are not in charge, perhaps make them involved in the senior leadership. A mercenary company doesn't have to run exactly like a regular army with a strict chain of command - it could be that certain decisions are voted on by important members such as whether to accept a commission - whether to take a payment and change sides etc (who gets to be the next captain if the current one bites it). This gives the PC's some input into the decisions of the company without having to shoulder all the burden for the logistics of the company (which can get tedious). It also means the PCs need to interact with the NPCs a lot (which helps flesh out the company and make it feel real) and allows for some political wrangling and backstabbing. Another way to do this would be to use a bit of troupe style. Have PCs create ordinary soldiers and captains and lieutenants and switch between a group of PCs and another, with perhaps a bit of mix and matching. You could even do this within the same session - the first group of PCs decide it would be a good idea to send some scouts into enemy territory - and then cut to the second group of PCs who are the much put upon squad of soldiers who get given all the most dangerous jobs. This also has the advantage that it would make character death a lot less of an issue (and probably PC death should be reasonably common among a group of mercenaries). [/QUOTE]
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