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Do you need Archetypes, Classes, and Villains?
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<blockquote data-quote="Kannik" data-source="post: 9512670" data-attributes="member: 984"><p>Our group has lots of experience with classless systems, so not necessary for us in the least. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>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. </p><p></p><p></p><p>Yes/no, in that specific villains don't necessarily need to be provided, but I prefer <em>some </em>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.</p><p></p><p></p><p>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.</p><p></p><p>(That said, specific modules or books or etc that <em>do</em> create a full metaplot are a nice add.)</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Kannik, post: 9512670, member: 984"] Our group has lots of experience with classless systems, so not necessary for us in the least. :) 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. Yes/no, in that specific villains don't necessarily need to be provided, but I prefer [I]some [/I]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. 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. (That said, specific modules or books or etc that [I]do[/I] create a full metaplot are a nice add.) 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. 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. [/QUOTE]
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