Desdichado
Hero
I'm extremely confused. What exactly am I supposed to "learn" from my characters?tx7321 said:So what are they (which types do the cleric, fighter and magician represent, what about the thief), why are they important, and what do we loose or gain by mixing them (through things like skill and feat systems)? I assume the enjoyment is the novelty, and perhaps the realization of each personality type within yourself resulting in a more challanging personal experiance. But, at a point, the PC becomes a non-entity, an equal mix of fighter and rouge and Magician results in a less stodgy and powerful character perhaps, but IMO a duller one as well. And onne you can't really learn about yourself from. Yet this is the direction FRPGs have gone. :\
Also, I find your analysis that all characters (in an archetype-less system) tend to blend together into the same thing completely contrary to my experience. Systems that use, for example, point-buy still tend to have archetypes--it just allows the player to customize and tweak the archetypes by 1) doing a few things differently for fun, or 2) to match his version of the archetype--which may or may not match the vision of the game designer.
That's my big problem with archetypes. I don't mind using characters that are somewhat archetypical, but I don't like being told what the archetypes are, and how they work. The ranger is probably my favorite example of an archetype where the class as presented comes nowhere near my vision of the archetype, and since the woodsman/hunter/guerilla warrior/special forces archetype is one of my favorites, it bothers me a lot that the ranger class doesn't do what I want it to.
Combine that with the fact that next time I touch on that archetype, I'll want a different experience; a different character that renders the archetype through a different personal lens, so to speak, and the case for more flexible options and/or more options period in terms of character class becomes extremely strong, IMO.