<BLOCKQUOTE>quote:</font><HR>Originally posted by DrSkull:
So, if you use chain of command, make sure you give everyone a specific realm where his expertise trumps the need for "orders".
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My old GURPS gaming group (the one that wouldn't play GURPS: Traveller until AFTER I moved away, grumble, grumble) fell upon a similar solution -
Each players character would have his "stchick" and the other player characters would know to stay away from that whild making their characters and roleplaying.
So, we'd always have one guy who was "The Professor" and maxes out knowlege skills and such. Another guy was "The Physical Guy" and could run and jump and fight and stuff. One guys was usually "The Face" and had languages and social skills, etc.
I usually played "The Generalist" who could do a lot of things but not do anything as well as any of the other "specialists."
I worked that into my Traveller Merc campaign by having "specialists" like Heavy Weapons, Demolition, Comunications, Combat Medicine, etc. I requiored each character to pick a specialty and STRONGLY recommended no one double up. Then with everyone the same rank (Staff Sgt.) it was just a matter of making sure there was plenty for each specialty to do each session.