WRITER'S NOTE: People keep reading the first post of this thread, skip over all the discussion, and express their frustration at the idea of "Shoehorning" or "Locking" player character's roles in the story/game by class. That is not what this is about. This is about the -CULTURAL- expectations of the idea "Sorcerer" or "Druid" within a given narrative setting.
Not a specific setting. Nor a specific locking in of player concepts. If you want your Sorcerer mechanically to be a Wizard narratively, that's entirely cool at my table and should be at any table. If your Sorcerer gains his Aberrant Mind powers from a Vestige of the Ashen Lands people will call him a Warlock in-character because that's what warlocks are known for, in that world.
This thread is about cultural expectations of class identity, how that class identity affects the world, and similar stuff.
There are 5-6 different posts in this thread where I have to repeat myself that it's not about players being stuck with only one or two character concepts available.
After reading the LevelUp Cleric I wanted to share something that I've felt is a real problem with several character classes in D&D: They have Fantasy Associations, but no World-Anchoring.
Yeah, a Sorcerer is descended from a powerful ancestor. But other than "LoL! You had to -study- to learn magic? Pleb!" type jokes and statements, what does that -mean- for the world? What interactions does the existence of magic people from birth really mean? And I'm not talking about "My baby cast prestidigitation and scared the babysitter" I'm talking on a Cultural Level.
In a setting I've been designing, I had honestly considered just flatly cutting Sorcerers out of the game, entirely. They seemed almost pointless, like a vestigial nub of some greater narrative purpose that was never fulfilled. But then it hit me: Arcane Nobility.
In the real world we have the idea of Bloodlines being important. Generally directed towards Politicians and the Rich. Because in both of those instances, Wealth and Power are handed down to the next generation over time. The Queen of England will eventually die and someone else from the royal family will become King or Queen or whatever. It's how we got Keeping up with the Kardashians, too. The wealthy progenitor hands big bundles of cash and affluence to their child.
In a world of magic... isn't Sorcery the same thing? Wouldn't a Draconic Sorcerer be the offspring (legal or illicit) of a family line of Sorcerers? Couldn't that lead to a whole -mess- of questions and presumptions? How about social entanglements and responsibilities? And hey, if your Sorcerer is the bastard son of the local Magocratic Ruler, you're also looking at being kidnapped and sent away, imprisoned, or straight up assassinated to avoid political fallout or someone grooming you to claim the throne as the "Rightful Heir".
Wouldn't such families do what we did in reality and try to keep the power for themselves? We're not just talking political marriages and inbreeding (which definitely could be a thing that leads to children with -strange- sorcery) but also about the Persecution of Warlocks and Wizards who are democratizing magic by being able to wield it while not being a part of a special bloodline. And also teach it to -others-?! Unacceptable! Laws must be passed! Halls of extremely prestigious study must be formed! Only the wealthiest, noblest, most favoured families shall be allowed to Learn Magic from a Wizard! All of which are of course at the purview of your local Magocrat.
Artificers, similarly, have this problem. They exist in most D&D settings for the purpose of existing. Sometimes, like in Eberron, they're the "Driving Force" behind technological (or more often magitechnological) advancement in the setting. But what is an -adventuring- Artificer? I wound up deputizing them as a special kind of Anti-Magic Magic-Cop in the setting. Their natural inquisitiveness allows them to CSI things up really nicely, add in some magical talents and understanding of the Arcane, and you've got a pretty decent Wizard-Hunter who can work for the Sorcerous Nobility to track down Witches and Warlocks and other Spellcasters who break the rules meant to keep power in the hands of the few...
Some classes, like Fighter or Rogue, should be pretty flexible, rather than tied into the setting, it's true. Though of course they should have -options- for ties to the setting, like Knightly Orders, Revolutionary Groups, or Thieves Guilds.
But what are some character classes that you feel need some kind of narrative anchor to not feel "Extra"?