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Seriously, what's so great about a class-less system?
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<blockquote data-quote="Plane Sailing" data-source="post: 64202" data-attributes="member: 114"><p>Phew, this thread takes a bit of wading through!</p><p></p><p>Having admittedly skimmed through most of the posts, I apologise if the following point has already been made or dismissed, but in the spirit of the original question...</p><p></p><p>I always liked Runequest. 2nd edition Runequest was the first classless game which I ever came across, and my players and I loved it. In the standard Runequest setting of Glorantha the game advancement of the characters was typically tied quite closely to the particular cult which they favoured - the character who hopes to become a humakti rune Lord will be nurturing different skills and abilities from the Orlanthi Wind Priest wannabe or the Storm Bull initiate.</p><p></p><p>In other words, the shape of characters was not formed by classes, but tended to organically grow into settings-based organisations.</p><p></p><p>This worked exceedingly well for Runequest. We actually liked the mechanics so much that we did a RQ conversion for Empire of the Petal Throne, a RQ conversion for the Dark Sun setting (which felt much grittier than the original D&D IMO!) and a whole independent Sci-Fi game based on the RQ rules set. In each of these cases there were campaign organisations and organisational structures set up which tended to lead characters down one path of specialisation or another, because the players had certain character development goals in mind.</p><p></p><p>So there it is. I'm not bashing one system or promoting another. Just giving an example of a classless system that I enjoyed and the way in which guided character development occurred in a classless situation.</p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 64202, member: 114"] Phew, this thread takes a bit of wading through! Having admittedly skimmed through most of the posts, I apologise if the following point has already been made or dismissed, but in the spirit of the original question... I always liked Runequest. 2nd edition Runequest was the first classless game which I ever came across, and my players and I loved it. In the standard Runequest setting of Glorantha the game advancement of the characters was typically tied quite closely to the particular cult which they favoured - the character who hopes to become a humakti rune Lord will be nurturing different skills and abilities from the Orlanthi Wind Priest wannabe or the Storm Bull initiate. In other words, the shape of characters was not formed by classes, but tended to organically grow into settings-based organisations. This worked exceedingly well for Runequest. We actually liked the mechanics so much that we did a RQ conversion for Empire of the Petal Throne, a RQ conversion for the Dark Sun setting (which felt much grittier than the original D&D IMO!) and a whole independent Sci-Fi game based on the RQ rules set. In each of these cases there were campaign organisations and organisational structures set up which tended to lead characters down one path of specialisation or another, because the players had certain character development goals in mind. So there it is. I'm not bashing one system or promoting another. Just giving an example of a classless system that I enjoyed and the way in which guided character development occurred in a classless situation. Regards, [/QUOTE]
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