pfarland:
(Anyone else that doesn't know the rules, I'll walk you through them, no worries.)
I know T2K, and played the 2nd edition
(which I didn't like as much, but oh well), but with that offer, I'll toss my hat in the ring, see how the T2013 rules feel.
pfarland:
Like I said before, a non-military character is entirely possible on some missions. But it wouldn't be on every mission... It would be POSSIBLE, but the player would have to play a set of characters changing out with each mission.
Actually, that's a very workable format in T2k (et al). Consider if, say, everyone built 4 characters...
o 1 "officer"
o 1 special forces (of some type)
o 1 straight-leg infantry
o 1 support/misc (motor pool, (non-combat) medic, short-term NG, grounded pilot, war photographer, something - but something useful)
It's a "Troupe Style" format, and gives some solutions to some of the issues that have been brought up:
o You can easily approximate a full platoon (or the rough equivalent), if not the actual mix of one. Big enough that the Players don't feel like just another "adventuring party". You are a military unit, with military structure and military priorities.
pfarland:
The missions themselves would mostly be to retrieve special packages, some important persons, do some search and destroy work, recon, the list goes on and on.
This also means you have the personnel to draw on for most any mission needed, whether a stealth recon/infiltration, frontal assault, or coordinated multiple-location action, and could mix-and-match as we needed. Throw in a few NPC's of one stripe or another along the way, but "PC's" already have most of the bases covered, so the Players make most of the choices, at any level.
quote:
If you are interested and know the military, you don't have to play a leadership position. There will be a team leader and an assistant team leader. You could easily play a character not in one of those positions.
o With ~16-24 Player Characters (from 4-6 Players), there is an established Chain of Command. T2K officer ranks are determined randomly (and I'm assuming the same is true in T2013?) - you can aim to be an officer, but there's no telling who will end up what rank, from 2nd Lieutenant on up. Any player could be in overall command, or the highest ranking Officer/NCO in the scene - and just like IRL, you can't pick your CO, nor rely on them to be "the best". :/
And when if he gets taken out of action, everyone knows who is next, and after that, etc. (whether they like that change or not!) ;)
And speaking of "getting shot"...
o Everyone has a back-up character, and then another, and then another...
I don't know about T2013, but in T2K people get hurt easy, and it took FOREVER to heal up. (I mean, dayyamn, where's a CLW when you need one?!) So when one (or two, or three) were in the infirmary (or in a ditch), you still had "your" character you could play.
Not that you'd necessarily need to do that here - but it's something to consider, and does solve a lot of problems.