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Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="Ovinomancer" data-source="post: 6764639" data-attributes="member: 16814"><p>As the OP, I don't follow your description of my question at all. The intent was to ask, "Do the fictional people in your world know what the fighter class is and what that means? Do they know what the monk class is and what that means? Do they know what the XXX class is and what that means?" Essentially, is the class description something that has actual meaning to people in your world. It is not 'classes have a fiction behind them in my world,' or 'I use the default fluff for classes -- monks, for instance, are training in pseudo-Asian monasteries, only." That's fine. But does "Monk Class" means something in your game.</p><p></p><p>That's what my player was saying, that people in game understood what classes where and used that construct to freely define themselves and others in the game fiction. Not that you're from an ancient monastery where you learn secret arts of mastering Ki, but that you're a Monk class (or maybe both, whatevs).</p><p></p><p></p><p></p><p>Mostly I do this. Fighters mechanically can only simulate a certain range of things, for instance. I'm not set on proscribing the only fiction that a fighter can be, but, realistically, if you're interested in specializing in casting spells, fighter's probably not a good mechanical fit for you.</p><p></p><p></p><p>This I strongly disagree with. Just because most of the time I don't color outside the lines doesn't mean that someone (or even me) might not be able to make a fantastic creation by doing so. If my players have a concept that works well with the mechanics of the class, I'm not going to tell them 'no' because i don't think that class should support anything but my pre-approved assumptions of what it's flavor is. I don't assign flavor to classes as a default.</p><p></p><p>Now, if their concept didn't function well in my campaign world (frex, an alien laser-gunsliger in my medieval fantasy) then I have no problem nixing their concept. I'm just not going to nix a concept because i don't think the class(es) they've chosen shouldn't support that concept.</p><p></p><p></p><p>You're conflating creative and narrative control with the idea that classes might not have defined fluff and could be used just for their mechanics. I'd easily let a player play a fighter and call it a barbarian, so long as his concept matches what 'barbarian' means in my game (which has nothing to do with the class barbarian), that's fine. I don't feel the need to restrict a class to only having a specific flavor, but I still maintain control over what flavors are in my game.</p><p></p><p>Hence, for me, classes are metagame mechanical constructs and don't have required meaning inside the game fiction.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 6764639, member: 16814"] As the OP, I don't follow your description of my question at all. The intent was to ask, "Do the fictional people in your world know what the fighter class is and what that means? Do they know what the monk class is and what that means? Do they know what the XXX class is and what that means?" Essentially, is the class description something that has actual meaning to people in your world. It is not 'classes have a fiction behind them in my world,' or 'I use the default fluff for classes -- monks, for instance, are training in pseudo-Asian monasteries, only." That's fine. But does "Monk Class" means something in your game. That's what my player was saying, that people in game understood what classes where and used that construct to freely define themselves and others in the game fiction. Not that you're from an ancient monastery where you learn secret arts of mastering Ki, but that you're a Monk class (or maybe both, whatevs). Mostly I do this. Fighters mechanically can only simulate a certain range of things, for instance. I'm not set on proscribing the only fiction that a fighter can be, but, realistically, if you're interested in specializing in casting spells, fighter's probably not a good mechanical fit for you. This I strongly disagree with. Just because most of the time I don't color outside the lines doesn't mean that someone (or even me) might not be able to make a fantastic creation by doing so. If my players have a concept that works well with the mechanics of the class, I'm not going to tell them 'no' because i don't think that class should support anything but my pre-approved assumptions of what it's flavor is. I don't assign flavor to classes as a default. Now, if their concept didn't function well in my campaign world (frex, an alien laser-gunsliger in my medieval fantasy) then I have no problem nixing their concept. I'm just not going to nix a concept because i don't think the class(es) they've chosen shouldn't support that concept. You're conflating creative and narrative control with the idea that classes might not have defined fluff and could be used just for their mechanics. I'd easily let a player play a fighter and call it a barbarian, so long as his concept matches what 'barbarian' means in my game (which has nothing to do with the class barbarian), that's fine. I don't feel the need to restrict a class to only having a specific flavor, but I still maintain control over what flavors are in my game. Hence, for me, classes are metagame mechanical constructs and don't have required meaning inside the game fiction. [/QUOTE]
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