![]() ![]() When all the PCs are co-owners, no one has more authority than anyone else. A simple way to do this is construct a scenario where each character has an equal, financial stake in the ship. They should issue only vague commands like “go get that treasure” and then let the PCs figure out the specifics themselves.įinally, you invest each PC with an equal amount of authority. Of course, this takes away agency from the entire party, but you can mitigate that by having your captain NPC take a hands-off approach to leadership. This won’t work for all games, but it has a major advantage in that many players who resist any authority from their peers don’t mind it at all from the GM. Ask the players for their input so they’ll be invested in whomever is chosen as captain.Ī second option is to have an NPC captain. You want someone with enough charisma so others won’t chafe at their commands but also someone who won’t abuse their authority and try to micromanage other PCs. First, if you know your group well, you can put the right player in charge. The other side is that sometimes otherwise-rea sonable players will go mad with power, issuing unreasonable commands for no reason and expecting the party to hang on their every whim. This can lead to PCs bristling at even the most reasonable order and the group devolving into infighting. They signed up to express their agency, not to do what someone else says. ![]() Many players deeply resent any sort of control imposed on them by another player. ![]() If your campaign is set in a Star Trek style universe, you may have no choice but to assign ranks in a hierarchical structure. Ranks like “captain” and “first officer” are synonymous with a naval environment. With ships, a command structure is expected. Important issues can be decided by discussion, so there’s no need to give one player authority over others. For a group of four to six individuals, that’s a reasonable strategy. Most roleplaying games avoid the thorny question of who to put in charge by putting no one in charge. Consider the Party’s Command Structure Being captain means you get a chair. Here are a few tips to make your job easier.ġ. Whether you’re considering a spaceship, steamship, sailing ship, or airship, the pitfalls will be largely the same. If so, you’ve probably realized that running a game set on a ship presents both unique opportunities and unique challenges. That’s a fine structure, but have you ever considered running your campaign upon the deck of a ship, with the players taking on the roles of officers most noble? * No doubt most of you are familiar with the traditional structure of roleplaying games: a small group of characters is called on some kind of adventure. Gather round, for tis time for a yarn about adventure on the high seas! No wait, I promise to stop talking like a pirate if you’ll keep reading. ![]()
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