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Maybe? I think class is a design choice. I prefer it in D&D fantasy type RPGs just out of tradition, but games can certainly work without classes. 5/10
Im a big fan of archetypes myself. PF1 is still my preferred fantasy RPG. Adding customizable bits to my character while also adding flavor that can connect to the setting is a big win. 10/10
Im good with factions and love political intrigue. So, for me its more about philosophy and opposed beliefs with characters of a setting when it comes to villainy. I dont mind alignment and planar beings of pure energy type things in D&D, but that kinda deal isnt required. 5/10
I think metaplots are fantastic as they give guidance to both GM and players. Baked in ones that are too overbearing though are not appreciated. Ideally, you have a nuanced setting that leaves room for a lot of campaign types. 7/10
I do like adventure paths, which is a metaplot series of adventures strung together. On the other hand, lots of folks do west marches style adventure of the week, so I dont see much difference between those other than execution. Yes, it works.How do you feel about a list of Missions/Scenarios for the players to choose from, and then the GM take each (or just one, either way is fine) and makes a campaign from it?
- Can this work over and over, to create lasting play and a series of plots chained together?
I do not like this at all. Even when I run a sandbox, it will have a meta goal for the players to work towards. Not saying its a wrong way to play, just saying its a wrong way to play for me. YMMV.Also
What if the game is like Grand Theft Auto? Like, just a big ol sandbox of mayhem and no real goals or plots. Maybe just a bunch of one sentence triggers for mini missions or whatever. (You can play into the GMs storyline plot, but that can always be set aside for sandbox , player-driven agendas.... is that too vague? Would players who never knew this game know what to do in the sandbox? )
How do you feel about a list of Missions/Scenarios for the players to choose from, and then the GM take each (or just one, either way is fine) and makes a campaign from it?
- Can this work over and over, to create lasting play and a series of plots chained together?
Also
What if the game is like Grand Theft Auto? Like, just a big ol sandbox of mayhem and no real goals or plots. Maybe just a bunch of one sentence triggers for mini missions or whatever. (You can play into the GMs storyline plot, but that can always be set aside for sandbox , player-driven agendas.... is that too vague? Would players who never knew this game know what to do in the sandbox? )
NOTE: these are for anyone to answer really...
Question: What do you need to jump in and quickly find your fun in this supposed new game?
- Are Classes needed?
- Are Archetypes needed? (these are things that highlight the theme of the game, not the actual gameplay.
- Are Villains needed?
- Are metaplots needed?
No.Question: What do you need to jump in and quickly find your fun in this supposed new game?
- Are Classes needed?
Needed? No. Useful? Hell yes.- Are Archetypes needed?
No, but a range of sample adversaries of some kind are.- Are Villains needed?
No, but I like them.- Are metaplots needed?
No, but a range of sample adversaries of some kind are.
Our group has lots of experience with classless systems, so not necessary for us in the least.- Are Classes needed? (these are things that the game designer assumed were the most common activities in game, kinda like how D&D has fighter, wizard, rogue as its core since those are very common activities
Yes, they are very helpful to illustrate the type/style of game this is and the activities the PCs are expected to be pursuing and how. And thus this provides another layer of world building. This doesn't need to be tied into the mechanics of creating a character, it could be just a list or a number of sample characters to give the flavour. So while character classes are a zero, this ranks high.- Are Archetypes needed? (these are things that highlight the theme of the game, not the actual gameplay. Like vampire clans, where they have a theme to them 'Brujah anarch poet", but the player gets to truly customize their skills and powers, so could end up being "Brujah leader manipulator".
Yes/no, in that specific villains don't necessarily need to be provided, but I prefer some indication of the what this game's intended opposition is supposed to be. In many ways this is effectively the mirror of character Archetypes in being opposition Archetypes, be it specific individuals, monsters, organizations, environmental forces, thematic elements, and etc. And, again, this provides another layer of world building. So while villains ranks low, opposition archetypes rank as high as character archetypes.- Are Villains needed? (These are really obvious enemies that you pretty much are aware of from the get go. And they are always in opposition to your character, maybe can be bargained with, but usually just want to kill your character. Kinda like evil Liches, necromancer lords, demon dukes of hell, general hunters of your character types, etc etc etc)
Not entirely. Following the bit above, some ideas of potential campaign directions (ie, Mission/Scenarios as you later note) is welcome and could nicely dovetail with the villainous archetypes. But an all-encompassing direction isn't required.- Are metaplots needed? (These are events or general situations in a game that force the group and GM to play into the game's own plots. Kinda like Lord of the Rings get rid of the ring, or wrath of the lich king invasions, or vampire's Camarilla and their masquerade rules, etc etc)
As noted above, I find these helpful as part of a greater archetype and campaign seed ideas portion of the book. Tell us what's so about the setting, what's neat about the setting, and then what the pressures/call to action are (or could be) in the setting, which then would include a starting seed, opposition, thematic elements, and possible scenarios and pathways to lead the campaign. Broaden this like that and I rank this high.How do you feel about a list of Missions/Scenarios for the players to choose from, and then the GM take each (or just one, either way is fine) and makes a campaign from it?
There's a few games that I've read in the past where they present a raft of character stuff, gear stuff, combat option stuff, more gear stuff, still more gear stuff, a basic description of the world/universe and then... that's it. And that's not my cup of tea. Pure sandbox seems great in theory, but then what's the driver for me to pick this vs some other system/game? What is this optimized for? I very much want the Opposition Archetypes + Example Scenarios/Campaigns/Plots.What if the game is like Grand Theft Auto? Like, just a big ol sandbox of mayhem and no real goals or plots. Maybe just a bunch of one sentence triggers for mini missions or whatever. (You can play into the GMs storyline plot, but that can always be set aside for sandbox , player-driven agendas.... is that too vague? Would players who never knew this game know what to do in the sandbox? )
Question: What do you need to jump in and quickly find your fun in this supposed new game?
Are Classes needed?
Depends upon genre...How detailed should adversaries / monsters / etc be?
Can they have a "short list" of attributes (like 3 to 5 things) that define what they can do, instead of full character sheet?
"Just the important bits" maybe?