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What are some alternate ways to think about archetypes?

Reynard

aka Ian Eller
Supporter
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?
 

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I'd say that your Ninja Turtle example would or could, be represented with proficiency, or different saves.

Leo is the leader, and has a level head = better saves, leadership, 'warlord' 4e style?
Raph, is the hot head, aggro, berserker type.
Michelangelo, care free, charismatic, the bard.
Donatello, the brains.

They are all still just tropes I would think could be done with a skills or proficiency package?
 

There's a near infinite list of these. You could drop D&D Classes and define the PCs by Background. Or by persona, as you already suggested. Or by region (e.g., "Conan the Cimmerian" or "The Atlantean"). Or by species. And archetypes can be very specific or broad depending on how much "archetypal niche protection" you want.

What the PCs' professions or roles are is normally determined by what you want the rules to emulate. Fantasy? Science Fiction? Horror? Superheroes? IME it can be easier to have the rules and setting first, then develop what archetypes exist for the players based on what characters would be doing in the setting.
 
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Characters in Spirit of 77 are primarily defined by three things - their Story, their Role and their Buzz. You will gain moves from both your Story and your Role, while you will gain experience by maintaining your Buzz. Story describes where your character came from and where they gained their abilities. Your Story often defines a character’s outlook on life and how they go about their business. Role describes what your character does in the world. Your Role defines what you do to interact with the world.
Pg 63.
 


In Cyberpunk 2020, there were various roles characters could have which included Solo (combat person), Corporate, Rocker Boy (rock star), Nomad, Lawman, etc., etc. Not so much in the main book, but in subsequent materials produced for the game, you were encouraged to use these templates in odd places. The Lawman didn't have to be a police officer, he could be a mob enforcer whose special ability, Backup, could be used to call on goons instead of police backup. The Corporate character might not actually work for a corporation, he could work for a nomad family in a similar capacity. The Rocker Boy didn't have to be a rock star, they could be a stand up comedian, a televangelist, or even a famous author.
 

Fate Accelerated uses "Approaches" that, in that system, serve sort of like the Abilities in D&D and modify a character's actions. (Except they're about "how" a PC does something rather than what specifically they do.) Those might serve as starting point for your personalities: Careful, Clever, Flashy, Forceful, Quick, Sneaky. With level advancement, these might modify saves, and give different feature sets that line up somewhat differently that the usual D&D class assumptions.

Another type of archetype might be just plain old Occupation (e.g., pirate, vagabond, soldier, mystic, etc), as in Barbarians of Lemuria and others. That's probably effectively the equivalent to another Class, though, if you're using it as a package of levelled features.

Some other (more oddball?) fantasy archetypes might come from archaic philosophy, things like the four Humors, zodiacal signs, or the Elements. All those things have associated physical and personality traits that might be shaped into something analogous to a Class.
 

In addition to personality types by zodiac and such, in Japanese pop culture there’s widespread belief that blood types shape personality.
 

Traveller uses "careers" in chargen. That is often confused to be class, but really its just a background and skill generating mechanism. Whenever I have a new player I just ask them what things do you want their character to do, and then direct them to the career paths that will give them the skills to do those things.

I could see combining the idea with a basic class structure. Fighting man, mage, priest, thief could be the classes. Have a set of careers after that that expands as archetypes. Certain classes might allow or disallow certain careers. For example, a fighting man might not get the mage academy option, but does get the officers training option.
 

Five Man Band: The Face, The Brains, The Muscle, The Heart, The Foil or the Goof
Elemental Traits: Physical Earth, Mental Air, Passionate Fire, Emotional Water, Soulful Heart
 
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