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General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="I'm A Banana" data-source="post: 6765522" data-attributes="member: 2067"><p>If you read the statement "I find that it creates a deeper play experience" and see that as implying "<em>deeper than yours</em>" and not "<em>deeper for me</em>," I don't know that we can have an entirely constructive conversation, here. If you think I'm making personal attacks about you and your game and telling you what you MUST do and believe and so then you respond in that vein, it's a bad time for everyone involved. </p><p></p><p>Two brief (for me) points of clarification, though, if you'd like to entertain them:</p><p></p><p></p><p></p><p>I like the link between organization and class because it gives a character something to either align with or align against right from the get-go. It doesn't proscribe the character's interests, but it DOES state that there is this group out there with these interests, and you have been affiliated with them in some way for some reason. It embeds the world in the character, which often leaves my players with more investment in that world. The common problem I have had is that players don't WANT to join organizations or align with kingdoms or be generally part of the world, even if those things match their characters' goals perfectly. Players will often flit atop a setting like water on a hot skillet, treating every world like a Generic Fantasy Milieu, uninterested in any engagement beyond "whack the nearest monster hard." I want to give them a reason, as players, to engage with the world, because the world plays a big role in my games, and they're missing a good chunk of the fun if they're too nervous or too much of a murderhobo to dip into it. So I incent. And this incentive carries over regardless of what class they actually play - they'd know that an NPC abjurer would likely be a member of the Guild even if no one played an abjurer.</p><p></p><p></p><p></p><p>This experience pretty much exactly mirrors the process for coming up with novel mechanics for a player who wants something outside of the bounds of what the fiction currently describes, too.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6765522, member: 2067"] If you read the statement "I find that it creates a deeper play experience" and see that as implying "[I]deeper than yours[/I]" and not "[I]deeper for me[/I]," I don't know that we can have an entirely constructive conversation, here. If you think I'm making personal attacks about you and your game and telling you what you MUST do and believe and so then you respond in that vein, it's a bad time for everyone involved. Two brief (for me) points of clarification, though, if you'd like to entertain them: I like the link between organization and class because it gives a character something to either align with or align against right from the get-go. It doesn't proscribe the character's interests, but it DOES state that there is this group out there with these interests, and you have been affiliated with them in some way for some reason. It embeds the world in the character, which often leaves my players with more investment in that world. The common problem I have had is that players don't WANT to join organizations or align with kingdoms or be generally part of the world, even if those things match their characters' goals perfectly. Players will often flit atop a setting like water on a hot skillet, treating every world like a Generic Fantasy Milieu, uninterested in any engagement beyond "whack the nearest monster hard." I want to give them a reason, as players, to engage with the world, because the world plays a big role in my games, and they're missing a good chunk of the fun if they're too nervous or too much of a murderhobo to dip into it. So I incent. And this incentive carries over regardless of what class they actually play - they'd know that an NPC abjurer would likely be a member of the Guild even if no one played an abjurer. This experience pretty much exactly mirrors the process for coming up with novel mechanics for a player who wants something outside of the bounds of what the fiction currently describes, too. [/QUOTE]
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