So after some thought and feedback from friends, the Playbooks have evolved for my “Trapped in an MMO” hack (still needing to be named). The following is an excerpt from the rules I am writing:
“The characters attempt to come to terms with their new lives as Heroic Adventurers, struggling against their past lives and limitations to achieve better things in the new world. They do this by facing challenges together, accepting quests, forging alliances, destroying their enemies, struggling with the NPC’s opinions of them and trying to stay alive! There are several Adventurer types to choose from representing the personality and wishes of the character, and each Adventurer type has 2 classes to choose between each representing different types of classes from the original video game and the ways in which the Adventurer goes about achieving their wish:
*GUARDIANS* wish to protect something. They defend their allies and forge strong friendships with those closest to them. Guardians have the Defender and Mender classes. *DEFENDERS* are typically represented by a tank class, they are armoured in some way, whether that be magical or physical. Defenders protect what they care about by standing in the line of fire and risking their lives. They are typically seen as the biggest threat in the room, but have a softer side for their friends. *MENDERS* are typically represented by a healing class. Rather than preventing harm and soaking it themselves, Menders protect what they care about by healing and reducing the damage dealt by enemies. They are typically seen as caring and pleasant characters.
*SCOUTS* wish to find something precious to them, whether that be a way home, a worthy opponent, or perhaps a lost sibling. Scouts have the Assassin and Sharpshooter classes. *ASSASSINS* are typically represented by a physical, melee damage dealing class. Assassins find the thing most precious to them ruthlessly, without regard for anyone else. They would betray their friends in a heartbeat if it meant they could fulfil their wish. They are seen as uncaring and lone-wolves. *SHARPSHOOTERS* are typically represented by a physical, ranged damage dealing class. Sharpshooters find the thing most precious to them methodically, pinpointing weaknesses in those that stand in their way, and bringing out the strengths of the allies that stand with them. They are seen as intelligent and a valuable ally.
*MEDLERS* wish to help others achieve their goals; they are charismatic and have a silver tongue. Medlers have the Enchanter and Inspirer classes. *ENCHANTERS* are typically represented by a magic wielding class that specialises in hindering opponents and buffing allies. Enchanters are devilish masterminds who manipulate others for their own benefit behind a fake smile. They outwardly help allies towards their goals, but have a secret agenda they want to fulfil themselves, and will use others to get to it. *INSPIRERS* are typically represented by a magic wielding class that specialises in amazing feats of area damage magic. They are powerful, and just as good a speaker; rallying and inspiring others to achieve their goals.
*WONDERS* wish to remain in the new world so that they can pursue a personal quest that they couldn’t in their old world, or to avoid returning to their less than ideal previous lives; and they will do anything to stay. Wonders have the Alchemist and Monk classes. *ALCHEMISTS* are tinkering magic wielders who can imbue their talents into new items, artefacts and potions, preparing their allies for the obstacles ahead. They pursue an outward quest such as researching the world, crafting a legendary item, or studying the various new animals and flora. They are seen as eccentric and spontaneous. *MONKS* are physical magic wielders, often represented by a martial arts class. They imbue their bodies with magic to strengthen their blows, harden their skin and move at lightning speeds. They pursue an inward quest of self improvement, and do not wish to lose the amazing powers that they have gained by arriving in this new world by returning to their original weaker bodies. They are seen as wise, yet somewhat desperate as they grasp for greater and greater heights.
At character creation, players will choose an Adventurer Type, a Class from within that type, and a Sub-Class out of any class in the game. A Guardian might choose to be a Defender with a sub-class of Mender to play as a Paladin type class; a Scout might choose to be an Assassin with a sub-class of Enchanter to play a Trickster type class. There are numerous combinations and possibilities.”
What do people think?
The intersection of type’s desires and class’ method feels like it limits character creation. Is that what you want?
It looks like you have the four core character archetypes – if players can pick abilities across classes, then there should be plenty of options.
It could be interesting to “force” play to begin with a strict adherence to tropes and then mechanics during game play to hack into different classes.
I really like the focus on what the video game players themselves bring with them and wish for most. That’s a cool focus with clear potential for long-term goals and projects related to each wish. I wonder if the diverse wishes will put players at odds.
I like the thematic links between the wishes and the classes of Guardians, Scouts and Wonders.
I don’t see how the term Inspirers suggests area damage. Maybe a better class name might be Firebrand or Catalyst (implying stirring others and elemental power)? Additionally, if the Adventurer type is called Meddlers as in meddling in others’ affairs, the wish to help others seems like it doesn’t really fit. Perhaps the Meddlers’ wish could be more like “Meddlers wish to lead others in order to achieve great ambitions.” And maybe their Adventurer name could be Visionaries, Leaders, or Masters.
Mark Cleveland Massengale It’s actually very freeing whilst also providing focus to a character. Masks does a similar thing where each Playbook focuses on a unique struggle of being a teenage superhero. You can take whatever spin you like on each one, but it focuses gameplay on those aspects of your character.
Eric Brunsell That was the idea! Characters start with a core class and a subclass which tell us how they want to pursue their wish. One advancement I was thinking of creating was that you could pick a second subclass to expand into new ways of forging your wish.
Adam Minnie My idea was to put the players at odds a little; make them slightly uncomfortable in the fact that they can pursue their goals but could end up hurting others to do so. I love the name Catalyst! I too didn’t like “Medler” or “Inspirer”, I just used them as placeholders; but Visionaries with the class Enchanter and Catalyst sounds much better! Thanks! Maybe their wish could be to lead others to forge a path to a goal? I’m glad you like the themes of the Adventurer types tying into wishes.
ah – I must admit, they definitely felt familiar (but not samey). Familiar though: Because I backed Masks and followed its development closely, and have a couple hacks written for that too. So.. maybe that’s why I am feeling dissonant at all with what you wrote: the distinctions in Adventurer types seem to be expressed differently. IE: Can multiple players pick the same adventurer type/playbook? what about the classes within – can two of us pick the same one of those?
Also, I can tell you that after rereading the OP I became more aware of something: the point where I scratched my head was roughly halfway through, on Meddlers and Wonders. Partially for what Adam mentioned about the damage dealer name not fitting, but more for the fact I don’t know what these adventurer type “wishes” are actually trying to convey. Are those: (a) what wishes motivate the type/class in question to do their thing in the game world, or (b) what wishes motivate a PC in this world to have taken the type/class, or (c) something else? It seems to be two author voices, one telling us something from perspective (a), and shifting gradually to the latter voice (b).
Further, since they are supposed to be people trapped in MMO, I’d think it essential to have a character profile for who they were outside the MMO, a separate axis to their choice of MMO adventurer type/class. Don’t we care who were they before they came here, to let that inform their motivations and wishes for their game experience? Consider as well that whatever motivates someone to be a Defender/Tank in an MMO now actually varies wildly, based a lot on who they actually are in real life. Isn’t it just as likely the Defenders are trying to find a source of escapism into the MMO world as it is for the Wonders?
Mark Cleveland Massengale I’m not the target of your questions but I’ve been reading “adventurer” and thinking “player type” so that the wishes are what the logged in player seeks and hopes for, or what they’re getting out of playing the game (not that they have a choice now).
Maybe rather than Adventurer types, they could be called Gamer types to clarify the two layers or perspectives you mention Mark?
Antimatter are you planning on using stats that shift like labels in Masks or more standard BitD stats?
Yea Adam Minnie what you are saying sounds like it solves that neatly. And that totally seems a better fit for what you’re wanting too Antimatter.
What excites me about that is Gamer type probably should grab you a set of “character build stuff” if you tie it to real-world gamer personality types heavily in the flavor
Mark Cleveland Massengale that’s how I was originally intending adventurer types. Adventurer type tells us the characters wish, a little about their personality and what kind of life they lead before. The class and subclass tell us their primary and secondary way of expressing or chasing their wish and nudges the player to flavour their character with an in-game class that fits that as fluff.
Adam Minnie I’m planning on shifting stats. Sort of a combination of Masks and Blades. I’m thinking stats could range from 4 to -2. You roll your stat in D6s and add the highest 2 together for your result. If the number is 0 or negative, you take the lowest 2 instead and subtracting them. So on a 0 you roll 2d6 and subtract. On a -2 you’d roll 4d6 and subtract the 2 lowest. Not sure if that’s too punishing or not though… perhaps I need a little more thought on how negative numbers work. Maybe it’s just take the lowest 1 instead of 2? Maybe I should range the stat from 0 to 7 instead, and forgo negative numbers? Not sure. I’m also not sure what the stats are yet or how they shift, or what number is a “success”. I was thinking 6 or higher was a “You did it but consequence” result (seeing as 7 is the most common number rolled on 2 dice) and maybe 10 and up could be the “You do it” result? I have ideas for mechanics that boost the number result so rolling 1d6 or less can still see success just less often. Now that I write this down, 0 to 7 in a stat sounds better.