It's got me thinking about role playing in a wartime setting. I've not played in many modern-era military-set games (I suppose Twilight 2000 is the only really noted example of the genre); I'm reasonably sure that their relative paucity in the hobby is that people assume that the Chain of Command takes away from player freedom.
This needn't necessarily the case and I would argue that many of the major wars of the last two centuries (especially the Napoleonic wars, the American civil war, the Russian civil war, the Chinese civil war, World War II) offer plenty of opportunity for adventure, primarily if the group of PCs are set up as either deserters, brigands or guerillas. For example:
- The Kelly's Heroes campaign (or Three Kings campaign, if you will), in which the PCs go AWOL from an armed force to find fame, fortune, or something else.
- The The Ants campaign, where a group of soldiers (the PCs) are left behind deep in enemy territory after an armistice.
- The Russian-or-Chinese-civil-war campaign, in which the PCs are a band of mercenaries in a gargantuan country splintered into different political entities.
- The Sharpe campaign, in which the PCs are ostensibly members of an army and have to follow orders, but seem to spend most of their lives somehow contriving to go off on special missions and generally buckle their swashes.