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General Tabletop Discussion
*TTRPGs General
Possible Paradigm: Class/Level-based vs. setting-based
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<blockquote data-quote="Swanosaurus" data-source="post: 9774208" data-attributes="member: 7044220"><p>Maybe I'm misled by the fact that typical "D&Dish"games tend to have a lot of hardwired assumptions, so it seems hard to me to use them for any setting that is high concept in the sense that it isn't open to random elements. It might not be an integral thing about class/level based design, and more about the D&D tradition and its adjacents. Though I have a hard time imagining classes that are not in one way or the other heavily rooted in setting assumptions.</p><p></p><p>EDIT: Watching the video, I think I'm mainly getting at the "you can usually create any kind character you want in a skill-based system" thing: Because setting implies character concepts/character concepts imply setting. The more ready-made your character concept, the more truths it already holds about the setting. Using a skill-based system, it is usually easier to make sure that characters and setting work with, not against, each other.</p><p></p><p>Of course, this is only important if you already have some high concept setting in mind. Otherwise, having classes that tell you things about the setting might be a boon.</p></blockquote><p></p>
[QUOTE="Swanosaurus, post: 9774208, member: 7044220"] Maybe I'm misled by the fact that typical "D&Dish"games tend to have a lot of hardwired assumptions, so it seems hard to me to use them for any setting that is high concept in the sense that it isn't open to random elements. It might not be an integral thing about class/level based design, and more about the D&D tradition and its adjacents. Though I have a hard time imagining classes that are not in one way or the other heavily rooted in setting assumptions. EDIT: Watching the video, I think I'm mainly getting at the "you can usually create any kind character you want in a skill-based system" thing: Because setting implies character concepts/character concepts imply setting. The more ready-made your character concept, the more truths it already holds about the setting. Using a skill-based system, it is usually easier to make sure that characters and setting work with, not against, each other. Of course, this is only important if you already have some high concept setting in mind. Otherwise, having classes that tell you things about the setting might be a boon. [/QUOTE]
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