When a player's character is in charge!
So let's discuss the pros and cons of party leadership! It's something that's been discussed a lot in my two primary games over the years and one I've seldom seen go very well. I think it's a good topic to dig into.
So I'll use one of my previous games that ran long enough for me to have data on but isn't currently open so \nobody has to feel bad. Then I'll compare it to more recent events in another game of mine. These instances pretty much hit all the problems I see with the idea of a player's character being in charge.
Jimmy was a bad leader. He was a character ran by one of the PCs and thematically had the personality to make him a very Cyclops style leader. However, the player took the position to mean he could dictate everything anyone else did. He was very commanding about things and tended to micro-manage. In character, people tended to be more accepting of it as it was, from an IC perspective, efficient and the player did know how to win. Out of character, everyone hated Jimmy and it began bleeding through to the player and they eventually asked me to make it stop being a thing.
For awhile, the team just had no leader. I wrote the game forward a bit that it made sense, in character, for them to not have any leadership at all. It was an X-Men game so they technically still had Emma Frost around as an authority but she wasn't a field character and had little to do with the team, instead running the school.
This was a disaster. I don't think any of my players were bad players but nothing ever got done. Every scene turned into a long winded debate that ran in circles with nobody doing anything. Nobody had the authority to just say 'okay, so we're gonna do this thing,' in order to force things. This would usually end in me, in our chat or in OOC, anxiously begging them to actually do something.
So Alchemist ended up assuming the role of leadership. An objectively terrible leader. She was such a hands-off leader that they continued to never get anything done because she was too afraid to just say, 'okay, this is the thing we're gonna do."
Then Venus ended up in charge and this was, in my opinion, the most successful iteration. Venus assumed the role, in character, by just taking action and doing it in a way people tended to go along with her. She never micro-managed. Instead of "Hey Alchemist, turn that things wings into cement," she'd tend to go with something like "Alchemist, get those things out of the air. Terra, get the Sentinels as they come down."
This worked great! It let someone organize the team a little while still letting players control their own characters. I've long since thought a PC leader should just be a final authority to break stalemates or to make a call when there wasn't time to discuss it. In shows like Teen Titans, they'd usually talk about stuff between conflicts but Robin would just make a call in combat because they didn't have time to debate it.
In my Titans game, I had Robin there an NPC until recently. He was the team's leader and he lead them, mostly, like Venus did. However, despite that, people didn't care for it as much as they had with Venus. In this case, it was the GM in charge of the team since Robin was an NPC. Also, Robin had to at least be competitive with the others so he didn't weight them down and I didn't care for an NPC being there taking some of the spotlight. My philosophy is the PCs should always be the stars of the show.
But, in my experience, very few people can RP a leader like Venus did. The player had seen all the 'don't do it like this' first hand from being in that game for so long so she knew exactly what to do. It's hard to manage that with just anyone and it happened naturally. Nobody ever said 'Venus is in charge.'
Anyone else have any interesting experiences in this area?
So I'll use one of my previous games that ran long enough for me to have data on but isn't currently open so \nobody has to feel bad. Then I'll compare it to more recent events in another game of mine. These instances pretty much hit all the problems I see with the idea of a player's character being in charge.
Jimmy was a bad leader. He was a character ran by one of the PCs and thematically had the personality to make him a very Cyclops style leader. However, the player took the position to mean he could dictate everything anyone else did. He was very commanding about things and tended to micro-manage. In character, people tended to be more accepting of it as it was, from an IC perspective, efficient and the player did know how to win. Out of character, everyone hated Jimmy and it began bleeding through to the player and they eventually asked me to make it stop being a thing.
For awhile, the team just had no leader. I wrote the game forward a bit that it made sense, in character, for them to not have any leadership at all. It was an X-Men game so they technically still had Emma Frost around as an authority but she wasn't a field character and had little to do with the team, instead running the school.
This was a disaster. I don't think any of my players were bad players but nothing ever got done. Every scene turned into a long winded debate that ran in circles with nobody doing anything. Nobody had the authority to just say 'okay, so we're gonna do this thing,' in order to force things. This would usually end in me, in our chat or in OOC, anxiously begging them to actually do something.
So Alchemist ended up assuming the role of leadership. An objectively terrible leader. She was such a hands-off leader that they continued to never get anything done because she was too afraid to just say, 'okay, this is the thing we're gonna do."
Then Venus ended up in charge and this was, in my opinion, the most successful iteration. Venus assumed the role, in character, by just taking action and doing it in a way people tended to go along with her. She never micro-managed. Instead of "Hey Alchemist, turn that things wings into cement," she'd tend to go with something like "Alchemist, get those things out of the air. Terra, get the Sentinels as they come down."
This worked great! It let someone organize the team a little while still letting players control their own characters. I've long since thought a PC leader should just be a final authority to break stalemates or to make a call when there wasn't time to discuss it. In shows like Teen Titans, they'd usually talk about stuff between conflicts but Robin would just make a call in combat because they didn't have time to debate it.
In my Titans game, I had Robin there an NPC until recently. He was the team's leader and he lead them, mostly, like Venus did. However, despite that, people didn't care for it as much as they had with Venus. In this case, it was the GM in charge of the team since Robin was an NPC. Also, Robin had to at least be competitive with the others so he didn't weight them down and I didn't care for an NPC being there taking some of the spotlight. My philosophy is the PCs should always be the stars of the show.
But, in my experience, very few people can RP a leader like Venus did. The player had seen all the 'don't do it like this' first hand from being in that game for so long so she knew exactly what to do. It's hard to manage that with just anyone and it happened naturally. Nobody ever said 'Venus is in charge.'
Anyone else have any interesting experiences in this area?