Oh, right; let me gather my thoughts on Gordy's writing, and I'll have something for you as soon as I can.
Learning about the workings of a mercenary company like Hawkwood's 'White Company' was an eye opener; we were just starting to do the first military campaign out at Phil's, where the Glorious General was still a field-grade officer with a legion. We didn't have a lot of good information back then about how a period military unit functioned; we had Engel's book on Alexander the Great's army, and some good stuff on the Roman legions, but it didn't address a lot of the issues and problems that we were running into in the Tekumel campaign. Like, "How do we pay the troops?" Or, "How do we feed the troops in this crummy desert?" Phil wanted us to work these things out, otherwise he was all ready to hand us a mutiny or starvation. Either way, Castle Tilketl was not going to get stormed, and Gronan was not going to get a promotion. (And we were all likely to get dead, too.)
Being originally wargamers, we mostly just brought troops to the tale and fought the battles. As RPG players, we had a much more personal stake in learning how to do things, as our PC's lives depended on it. We plowed through Phil's extensive library, and we had the chance to talk to Gordy and look through his books as well; like Dave Arneson and his expertise in the Age of Sail, Gordy probably could have gotten a degree in medieval history.
I was astonished to discover, for example, that the White Comapny had (in addition to the expected fighting men) a whole staff of lawyers, accountants, clerks, and other 'non-combatant' specialists who ran the 'services' behind the fighting edge of the company. This is how I wound up becoming a specialist in staff work for the General, which left him free to concentrate on winning fights and so keeping us alive. We didn't run out of arrows, or water, or other useful things, which freed us to carry out our military mission.
Looking back on it, talking to Gordy gave us a whole new insight into what people have called 'the domain game' in D&D, where the players establish themselves in a castle or stronghold and use that as a base of operations. Similarly, in Phil's EPT campaign, one of the big 'goals' was to be appointed to an Imperial fief and become lords of a two-hex area. A couple of people did this, early on, but it was not a success - the disasters at Ferenara and Tu'umnra were the result, and it was years before Phil granted anyone a fief again. (Vrisa - Kathy Marshall - got the Nyemesel Isles.
Our legion became our fief, and we did our best to run it well. It was, in effect, the domain game, but not tied down to a fixed location as we marched around a fair bit over the years. So, yes, Gordy's help was invaluable, and it still is as I run my extension of the original meta-game as I play. I have the same kind of staff of people to help me run things - and I even have miniatures for them, thanks to Dark Fable! Having scribes, cooks, accountants, heralds, chamberlains, and all the other staff people give rise to more adventures, and a ready-made source of PCs for guests who drop in to play in a game or two.
"Flower, being a sensible young lady, knocked the assassin senseless with a handy platter while he was distracted."
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