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"Your Class is Not Your Character": Is this a real problem?
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<blockquote data-quote="DrunkonDuty" data-source="post: 7921805" data-attributes="member: 54364"><p>I must say I find the whole conversation weird. Fascinating but weird. From years of playing HERO system and other non-class based systems I just don't think in terms of game mechanics being that strongly related to fluff. For me it's a case of decide the character you want to play, think of a way to model it using the game mechanics, re-skin game mechanics as you wish to fit with the campaign and feel of the game.</p><p></p><p>The third point is the most important to me. If someone wanted to play a Jedi in my bog standard DnD in Greyhawk game I'd ask "In what sense a Jedi?" Coz if they want someone who can mechanically do a pile of Jedi stuff - suggestion, missile deflection, a little light telekinesis - I'd say "Okay, no wakkas. How can we model that with the game mechanics? <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=":-)" />" But if they say "I am a representative of the Galactic Council trying to bring balance to the Force." I'm gonna have to say "Ain't no Galactic Council in these here parts."</p><p></p><p>The problem for me in this scenario is that the fluff the player wants to bring does not mesh with the fluff I have already set for the campaign.* The game mechanics is just how we're going to roll dice during those parts of the game where we are going to roll dice.</p><p></p><p>So, I guess in relation to the OP I'm gonna have to say class does not have to inform the fluff. (Clearly it does for some folks, and that's fine.) Class is just game mechanics that we use to make sure we're all playing the mechanical part of the game by the same (hopefully balanced) rules. </p><p></p><p></p><p>*Don't worry, I do my best to get player input for tone, style, genre, etc. before sitting down to set the campaign guidelines. I then ask for feedback on them. yada yada yada.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 7921805, member: 54364"] I must say I find the whole conversation weird. Fascinating but weird. From years of playing HERO system and other non-class based systems I just don't think in terms of game mechanics being that strongly related to fluff. For me it's a case of decide the character you want to play, think of a way to model it using the game mechanics, re-skin game mechanics as you wish to fit with the campaign and feel of the game. The third point is the most important to me. If someone wanted to play a Jedi in my bog standard DnD in Greyhawk game I'd ask "In what sense a Jedi?" Coz if they want someone who can mechanically do a pile of Jedi stuff - suggestion, missile deflection, a little light telekinesis - I'd say "Okay, no wakkas. How can we model that with the game mechanics? :-)" But if they say "I am a representative of the Galactic Council trying to bring balance to the Force." I'm gonna have to say "Ain't no Galactic Council in these here parts." The problem for me in this scenario is that the fluff the player wants to bring does not mesh with the fluff I have already set for the campaign.* The game mechanics is just how we're going to roll dice during those parts of the game where we are going to roll dice. So, I guess in relation to the OP I'm gonna have to say class does not have to inform the fluff. (Clearly it does for some folks, and that's fine.) Class is just game mechanics that we use to make sure we're all playing the mechanical part of the game by the same (hopefully balanced) rules. *Don't worry, I do my best to get player input for tone, style, genre, etc. before sitting down to set the campaign guidelines. I then ask for feedback on them. yada yada yada. [/QUOTE]
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