crymson
Junior Member
Eternalknight
Posts: 90
|
Post by crymson on Jul 5, 2008 2:45:55 GMT -5
Ok, so what do we know about it? I think the only concrete thing I have seen is that it will follow the format of the gamebooks, and as such you will be able to lift things directly from them for the RPG.
Now, the speculation.
To me, this means that we can say that there will be at least two classes: Kai Lord (taking the rules from Lone Wolf) and Brother of the Crystal Star (taking the rules from the Magnamund Companion). There could also be a Shianti class (using the rules from Grey Star).
What else? Possibly the classes from the mini-adentures, though the rules behind them seem geared towards that particular adventure and fairly narrow in focus.
Anything else we can speculate on?
|
|
|
Post by Maerin on Jul 5, 2008 21:05:31 GMT -5
It is rather probable that there will not be classes in the classic RPG design sense of the term. Sure, it seems probable that the Kai will have their own developmental "set" of abilities, for obvious reasons. But that may be more exception to the rule rather than rule. In any case, there are a fair number of game systems out there which permit a certain "grouping" of characters a set of unique abilities without actually implementing a character-class based system.
Or else, perhaps we will be seeing nothing more than a recanning of the previous RPG with the same annoying limitations on character creation in the event someone might want to play something other than a Kai Lord. But I have been trying to keep a level of optimism going regarding this new game.
|
|
|
Post by Balgin Stondraeg on Jul 5, 2008 21:30:39 GMT -5
With the statement about being able to just lift stuff out of the gamebooks I'm suspecting something more like DUngeoneer (and Advanced Fighting Fantasy roleplaying game). If that's the case then everything will just have Combat Skill, Endurance Points and maybe a few special rules. The rest would all be very freeform and impressional (left up to the GM's disgression).
The fact that they also said it was going to be an introductory roleplaying game for beginners lead me to suspect the rules would be fairly slimline and trimmed down too (so it basicaly confirms my suspicion a bit but not that much).
That multiplayer scenario from the Magnamund Companion comes close to what I'm expecting (but I'm hoping there will be more rules because as soon as a third person joins a conflict then the resolution of it becomes more complicated).
|
|
crymson
Junior Member
Eternalknight
Posts: 90
|
Post by crymson on Jul 6, 2008 0:11:13 GMT -5
Let's just hope that, if you are correct, it doesn't suffer from the same sort of problems that AFF had. (having said that, it was still a blast to play!)
|
|
Dark Adder
New Member
Strike quickly, and without remorse...
Posts: 28
|
Post by Dark Adder on Jul 7, 2008 11:04:16 GMT -5
I'm not sure I've encountered an RPG that didn't have some sort of class system. For instance, in White Wolf's Vampire game, the different vampire Clans were basically classes. The different archetypes for Shadowrun are essentially classes. I expect we'll see something like this. I also don't see why they wouldn't include pretty much the same classes as they have in the d20 RPG.
I'd also expect them to retain some sort of skill system to determine if a character can manage to scale a wall or cross a frozen Kalte river. Yes, they said it'd be simple, but I'm not sure if it would be so simple that it wouldn't cover things like this in some way. I expect it to be something like the Storyteller System, with a simple addition of "skill" and "innate talent" to determine the number of dice and a difficulty based on the difficulty of the task. It may be possible however that Combat Skill will be used to determine some tasks, such as throwing a rope to an ally in the river, etc. In my opinion this would oversimplify things to a silly degree, but it wouldn't be the end of the world.
I'd also expect at least a simple system for initiative.
Basically, I'm thinking you'll find quite a few rules that would be used while playing the RPG, but would be ignored while playing the game books. The ability to strike an opponent will probably still be called Combat Skill, and the hitpoints will probably be called Endurance.
|
|
|
Post by Balgin Stondraeg on Jul 8, 2008 13:18:45 GMT -5
I'm not sure I've encountered an RPG that didn't have some sort of class system. Take a look at Fighting Fantasy, Advanced Fighting Fantasy (Dungeoneer) and more than a few others. They certainly do exist.
|
|
|
Post by Maerin on Jul 8, 2008 13:45:54 GMT -5
Maerin nods
If you take an extremely loose definition of the term "class", Dark Adder, you are probably correct. However, you end up watering down the term so far as to mean absolutely nothing at all, and that makes for confusing online discussions with someone else who may not have done so. For most people who play a variety of games besides the D&D family of games, there is a very strong distinction between "character class" and "character concept".
For instance, the only old World of Darkness game that focuses (and constrains) character creation and concepting so precisely as to be mechanically a "class"-based RPG is Werewolf: the Apocalypse. In that game, the new character is virtually entirely defined by the combination of Breed, Auspice, and Tribe (essentially three sub-classes that together define a "class" in most game design contexts). Even in that game, however, the "class" structure almost immediately falls apart as characters get more experienced and can (and frequently do) expand their abilities into other areas with relative ease.
The other old WOD games are far looser in their game design when it comes to character creation. Though someone might insist on stereotyping individual characters in, say, Vampire or Shadowrun (easier to do in earlier versions of Shadowrun than later ones), those are not "class" systems because your character is not required to adhere to a "class" in the game (in this context, "class" being more a matter of stereotyped sets of abilities with minimal deviations or customizations). You can set whatever character concept you want, with a variable degree of adherence to that "class", and still have a viable character in the game system (especially true in 3rd and 4th Edition Shadowrun).
In a game like D&D, you do not have a choice but to play a class that defines in fairly specific terms what your character can and cannot do, and through which deviation is fairly minimal (even if you multiclass, you have only wided the fence, not removed the fence entirely; and you have largely done it with the result of disproportionate harm to the quality of grass in your field). Therein lies the difference in meaning that many people in my experience, myself included, maintain between a "class" system and a "non-class" one.
|
|
|
Post by Balgin Stondraeg on Jul 8, 2008 18:51:19 GMT -5
I would've included Maelstrom but then I remembered that it was a cheap Rune Quest rip off and had a distinct class system in it so I left it out of my last post.
|
|
Dark Adder
New Member
Strike quickly, and without remorse...
Posts: 28
|
Post by Dark Adder on Jul 9, 2008 8:46:00 GMT -5
Well, I guess that schools me.
I guess I'm more concerned with discussing our expectations for the new LW RPG, and less with the specific definitions of an almost entirely side issue.
I'm not meaning to be entirely snarky, but the point I was expressing was that I'm sure there will be some sort of division in character types (whether you want to call it a class, an archetype, or whatever).
Perhaps a more lucid way for me to express this is to say: I'm sure there will be some differences between various characters, be it in the "powers" characters possess; the determination of Endurance and Combat Skill or other talents, abilities and attributes; or at the very least in the name they identify themselves with.
|
|
|
Post by Redbeard on Jul 16, 2008 15:31:34 GMT -5
I would hope that the definition in "archetypes" would be rather broad. Some special types (Kai Lords and various wizards) need extra rules. If I would like to play a merchant for example, I'd like the possibility to do that. My experience from the old game is that the classes were very narrow and did it harder to make interesting characters.
|
|
|
Post by Redbeard on Jul 16, 2008 15:34:02 GMT -5
When I think about it, perhaps I should do a BRP version when I get hold of the new Basic Roleplaying core rulebook.
|
|
|
Post by Balgin Stondraeg on Jul 17, 2008 11:59:53 GMT -5
He means Runequest folks .
|
|
|
Post by Redbeard on Jul 28, 2008 4:46:08 GMT -5
He means Runequest folks . Never played Runequest but I understand that it uses the same system. My first roleplaying experience was a Swedish BRP clone so I'm biased. It's not perfect (no system is), but it suits my needs.
|
|