So after some thought and feedback from friends, the Playbooks have evolved for my “Trapped in an MMO” hack (still…
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?