I am starting to design a focused game intended to be compatible with Shadowdark, but only in the sense that you should be able to use Shadowdark adventures with it.
As part of that design, I am thinking about what I want to do with player character archetypes. I may not want classes at all, and even if I do, I do not want the classic D&D archetypes. So I thought I would start a discussion here on alternative ways to think about archetypes in TTRPG design.
In D&D and adjacent games, classes (along with subclasses in 5E) are the archetypes. The "class fantasy" defines what the archetype is and what role the PC plays in the adventure. In essence, in this paradigm, the archetype is what the character DOES. But are there other ways to think about archetypes and other ways to think about how characters are defined broadly, besides what they DO.
One thing that comes to mind here is personality serving as the primary definition of archetype. Whether it is many mecha anime or Teenage Mutant Ninja Turtles, the characters are all very similar in capability and skillset (usually differentiated by a schtick or favored weapon) but their personalities are very different. Donatello is a leader. Raphael has attitude. Etc.
So how does -- or would -- that translate into the mechanical aspects of archetypes in a TTRPG?
What are other archetype paradigms?
As part of that design, I am thinking about what I want to do with player character archetypes. I may not want classes at all, and even if I do, I do not want the classic D&D archetypes. So I thought I would start a discussion here on alternative ways to think about archetypes in TTRPG design.
In D&D and adjacent games, classes (along with subclasses in 5E) are the archetypes. The "class fantasy" defines what the archetype is and what role the PC plays in the adventure. In essence, in this paradigm, the archetype is what the character DOES. But are there other ways to think about archetypes and other ways to think about how characters are defined broadly, besides what they DO.
One thing that comes to mind here is personality serving as the primary definition of archetype. Whether it is many mecha anime or Teenage Mutant Ninja Turtles, the characters are all very similar in capability and skillset (usually differentiated by a schtick or favored weapon) but their personalities are very different. Donatello is a leader. Raphael has attitude. Etc.
So how does -- or would -- that translate into the mechanical aspects of archetypes in a TTRPG?
What are other archetype paradigms?