Quote:
Originally Posted by Raellus
True, but "good luck, you're on your own" is a central tenet of T2k, and what makes it different than other military-based RPGs. I've played in a few campaigns where military authority and the chain of command were given more emphasis, and all but one of them sucked. Most RPG'ers aren't interested in being bossed around by other RPG'ers based on rolled (or, more likely, self-assigned) ranks (which in this context, are purely make-believe). Operating as part of a larger military organization removes a considerable amount of player agency. There are ways around this off course- being part of a small LRRP team far behind enemy lines, for example- but the essence of T2k is being part of a small unit cut off from its parent organization, and essentially free to make its own decisions.
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This +1
This is exactly why GDW designed the game the way they did.
There is an article (I believe it's included with some of the Far Future publications) that states they specifically wanted the military command structure to be severely weakened or almost gone so that the PCs would be free of military control.
The aim was to allow a PC group to have the freedom to adventure like they do in games like D&D.
As stated by several people on this forum (including me), everyone is free to make their game follow whatever rules and gameworld logic that they desire but "Good luck,
you're on your own" completely negates the idea that the PCs
have to operate under military authority.