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General Tabletop Discussion
*Dungeons & Dragons
Character Classes should Mean Something in the Setting
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<blockquote data-quote="Fanaelialae" data-source="post: 8251096" data-attributes="member: 53980"><p>I've only read about half the thread but wanted to get some thoughts down before I forget.</p><p></p><p>Personally, I prefer to provide organizations over class structures in game. For example, if I were to have a group of mage cops in a setting, it would be made up of many different types of people. I see no reason why a monk or rogue couldn't be a member of such an organization, as they could no doubt contribute significantly, even if the organization has a disproportionate number of artificers. Moreover, it seems odd to me that this organization exists, but no other major groups of artificers (such as an Alchemists Guild, or even something more secretive like something based on a group like the Masons).</p><p></p><p>That's assuming that class is a thing in the game world itself, which isn't my preference. In my games, a class is mostly just a useful grouping of abilities for the purposes of character creation. If a cleric introduces himself as such, people will understand that he is a man of faith, but there are other folks in the world who call themselves clerics without the benefit of being able to wield magic, or even so much as a mace. Similarly, most people in the world use the terms wizard, warlock, and sorcerer interchangeably. Only those learned in matters arcane comprehend the distinction in such terms. </p><p></p><p>In my opinion, even in a world where class is a reality, any sufficiently large organization to have significant recognition would typically rely on more than just one class. Sure, you might have a dozen wizards who are part of the Wizards Only Club. But even if the founders of the aristocracy were all sorcerers, at least some of their descendants probably either didn't inherit the magic, or simply decided their interests lay elsewhere. Just because someone has a talent doesn't necessarily mean they will nurture it (my little sister is a gifted artist but chose to pursue a PHD in Microbiology instead).</p><p></p><p>All that's to say is that I agree that giving characters hooks with which to tie them to the setting is excellent. However, I don't agree with giving it strong class connections. An added benefit of disconnecting these organizations from class concept is that players now have a larger variety of organizations to choose from.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8251096, member: 53980"] I've only read about half the thread but wanted to get some thoughts down before I forget. Personally, I prefer to provide organizations over class structures in game. For example, if I were to have a group of mage cops in a setting, it would be made up of many different types of people. I see no reason why a monk or rogue couldn't be a member of such an organization, as they could no doubt contribute significantly, even if the organization has a disproportionate number of artificers. Moreover, it seems odd to me that this organization exists, but no other major groups of artificers (such as an Alchemists Guild, or even something more secretive like something based on a group like the Masons). That's assuming that class is a thing in the game world itself, which isn't my preference. In my games, a class is mostly just a useful grouping of abilities for the purposes of character creation. If a cleric introduces himself as such, people will understand that he is a man of faith, but there are other folks in the world who call themselves clerics without the benefit of being able to wield magic, or even so much as a mace. Similarly, most people in the world use the terms wizard, warlock, and sorcerer interchangeably. Only those learned in matters arcane comprehend the distinction in such terms. In my opinion, even in a world where class is a reality, any sufficiently large organization to have significant recognition would typically rely on more than just one class. Sure, you might have a dozen wizards who are part of the Wizards Only Club. But even if the founders of the aristocracy were all sorcerers, at least some of their descendants probably either didn't inherit the magic, or simply decided their interests lay elsewhere. Just because someone has a talent doesn't necessarily mean they will nurture it (my little sister is a gifted artist but chose to pursue a PHD in Microbiology instead). All that's to say is that I agree that giving characters hooks with which to tie them to the setting is excellent. However, I don't agree with giving it strong class connections. An added benefit of disconnecting these organizations from class concept is that players now have a larger variety of organizations to choose from. [/QUOTE]
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