So I’ve started hacking Blades to make a game where teenagers get stuck in an MMORPG world as Heroes with no way to…
So I’ve started hacking Blades to make a game where teenagers get stuck in an MMORPG world as Heroes with no way to log out. The game is going to focus on the players struggles fitting into a new world, struggling with the expectations of the would-be NPCs who are now sentient, and facing great threats to the Kingdom.
I’m drawing heavy inspiration from both Blades in the Dark and Masks to create this game with a small amount of influence from Log Horizon TRPG (for a new resource known as “Threat” that will become apparent in combat with monsters).
I’ve gotten a dice system down (basically just Blades) and some ideas for how Boss Monsters might work, but what I am struggling with are Playbook Moves. So far, I have decided on the following playbooks:
*GUARDIANS* are frontline fighters, putting their lives on the line to protect their allies from danger and being the biggest threat in the room. They are bold, daring and intimidating, but have a soft side for their friends. Typically represented by a “tank” class in an MMO.
*SHARPSHOOTERS* are keen eyed ranged fighters, able to pinpoint weaknesses that their allies can exploit both in and out of combat. They are dexterous, careful, and thoughtful. Typically represented by a “Ranged DPS” class such as an Archer or a Gunslinger.
*ASSASSINS* are deadly damage dealers, adept at sneaking, sleight of hand, and scouting. They are unnerving, untrustworthy, and selfish.
*BARD/HEALER/BUFFER (man I need a better name for this one that doesn’t lock you down to a specific class)* have a silver tongue, able to inspire their allies and manipulate foes, as well as help allies recover from harm. They are caring, yet manipulative, and can talk their way into or out of mostly anything. Typically represented by a supportive class like a Bard or Priest.
*ENCHANTERS* are devious magic wielders, using their powers to assist allies and hinder foes, manipulating their forces from the background. They are masterminds, prepared for any eventuality and use their magic to bend people to their will. Typically represented by a magic based class that has heavy reliance on buffs and debuffs.
*SORCERERS* are powerful magic wielders, able to shape the world around them with their power, and deal devastating damage across large areas. They are wise and kind, yet feared by those who do not understand the burden of their power. Typically represented by a Magic-based DPS class.
*ALCHEMISTS* are tinkering magic wielders, who can imbue their talents into items and artefacts, or even themselves, defending their allies and preparing them for the obstacles ahead. They are eccentric, clever, and adaptable. Typically represented by martial artist classes, or classes with an alchemy theme.
Any thoughts about the base ideas for a playbook would be awesome. I have tried to give each a combat and social flavour that suits the character type.
Any suggestions for Playbook Moves / Special Abilities would be awesome too.
Ideally I also want to come up with a particular struggle each Playbook wants to explore. For example, in Masks a Janus is about the struggle between balancing their lives as both a teenager and a hero; where the Legacy is about trying to live up to your legend. Something akin to this for each role could be cool to explore as an idea.
Any feedback in general is also welcome!