Lead, Follow, or Get Out of the Way
Ideas for Structuring an Adventuring Group
by Steven Marsh
One element that gets glossed over in many adventuring groups is the notion of group leadership. Determining who has the final authority to force the party into a dangerous situation is something that had best be hashed out beforehand. In addition, toying around with leadership roles allows for otherwise similar campaigns to take on a decidedly different flavor. Really, one of the most distinguishing elements that separates a Star Trek tale from a Star Wars adventure is the command structure; the mere existence of a "captain" who holds absolute authority over the other PCs completely changes the flavor of an otherwise routine planetary survey.
Here, then, are a listing of some ideas for how a group of heroes might organize itself. Note that, for the most part, this article limits itself to the structure of the characters, not the players. However, there is possibility for overlap; if the heroes decide they're going to vote for the party leader, then the players are usually the ones who will do the voting. Still, some of the structure of these groups might be imposed by an outside force, which is usually in the hands of the GM; as such, the GM should make sure the players will have fun with whatever command organization is used . . . even if the characters don't care for it!
A Note About Leadership
Many players are uncomfortable with the idea of leadership, either the thought they might . . .
This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.
Article publication date: July 25, 2008
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