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Creating a Tabletop RPG - Tips, Ideas, et al
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<blockquote data-quote="Neonchameleon" data-source="post: 6665106" data-attributes="member: 87792"><p>You don't need classes for a PBTA game - for example my <a href="https://docs.google.com/document/d/1avqZm0uZXEVLLki7OfvveyxEF4awjWSQ_62aABPO3Ko/edit" target="_blank">Houses and Wands</a> (a slightly tongue in cheek Harry Potter themed game) doesn't have them.</p><p></p><p>That said, the classes in AW are much more permeable than in most such systems. Your class represents what you do and how you approach the world, and any character is capable of leaving their class behind and getting a new one. This is a huge change in the character and takes work to do but is possible.</p><p></p><p>For example, if you are playing the Chopper (the leader of a local gang) and decide to take territory there are moves (standard advances) that represent this. But if you cease being a leader of a travelling gang and instead invest primarily in protecting your town, you stop being a Chopper and change your class to Hardholder opening up different options. Because the Hardholder is the class for running Bartertown. Or the Hocus is a cult leader and the Brainer is a creepy psychic. If the Brainer starts forming a cult they can take Hocus moves and eventually change to a Hocus while a psychic Hocus who gets away from their cult can become a Brainer.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6665106, member: 87792"] You don't need classes for a PBTA game - for example my [url=https://docs.google.com/document/d/1avqZm0uZXEVLLki7OfvveyxEF4awjWSQ_62aABPO3Ko/edit]Houses and Wands[/url] (a slightly tongue in cheek Harry Potter themed game) doesn't have them. That said, the classes in AW are much more permeable than in most such systems. Your class represents what you do and how you approach the world, and any character is capable of leaving their class behind and getting a new one. This is a huge change in the character and takes work to do but is possible. For example, if you are playing the Chopper (the leader of a local gang) and decide to take territory there are moves (standard advances) that represent this. But if you cease being a leader of a travelling gang and instead invest primarily in protecting your town, you stop being a Chopper and change your class to Hardholder opening up different options. Because the Hardholder is the class for running Bartertown. Or the Hocus is a cult leader and the Brainer is a creepy psychic. If the Brainer starts forming a cult they can take Hocus moves and eventually change to a Hocus while a psychic Hocus who gets away from their cult can become a Brainer. [/QUOTE]
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