Two more cards for the deck of leader types, as well as a piece of flash fiction to tie in, for last week's Expansion Joints; Jennie's back and busy, and this week's is already up. The word to use last time was present and the narrative has to be 15 words max.
"On your feet, scum! An officer's present."
"No, sir, you're past. We voted you out."
The cards are aimed at capturing the flavour of traditional and radical without suggesting any specific method being used by the leader. The traditional is assumed to be low-key, but relatively safe, working against extremes, with the radical more explosive and riskier, but the assumption being made that both can be learnt by other parties if dramatic.
More importantly, the traditionalism and radicalism are not necessarily in conflict, don't simply cancel each other, and can be complementary, even overlap. Just like in real life.
More importantly, the traditionalism and radicalism are not necessarily in conflict, don't simply cancel each other, and can be complementary, even overlap. Just like in real life.
The suggested use of the deck is in the first post. A new concept introduced with this pair is 'area of influence', which I'm assuming to mean the area over which leadership extends in mechanical terms in-game, perhaps to a single unit in the case of a squad leader, a given radius in the case of a hero, or an entire force in the case of a general.
_




