- Joined
- May 13, 2017
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It's interesting as there is big difference between classes that have a flavorful concept and ones that are mainly mechanical constructs. As I mentioned earlier, Cyberpunk was the game that made me decide that maybe classes weren't entirely useless, and that was because the classes did a great job of selling the game to a group of players that had no idea what the cyberpunk genre was. If GURPS Cyberpunk had existed at the time, and I had sat those players down with the books and said, "Here are 150 points. Make some cyberpunk characters," the campaign would not have survived that session.Character conceits are important, it seems many are using mechanics, and classes as the identifier around which to build the character. On the gripping hand, for me at least, Concept is King, for example, my latest CoC character is built around the concept of him being a crazy Russian who once rode with the Mad Baron in Mongolia, everything else I fit around that concept. It makes it easier for me to play him a I can think about "what would he do?" I know in the past, as I began roleplaying, I used more of mechanical concept, which does work for a game with constraints. Maybe not, I have moved in one direction that it is hard to wrap my head around doing it any other way. At the end of the day, it's horses for courses, you probably won't use a Tennessee Walker in a Steeplechase.
I still recoil from games where the classes are too gamey. "This class is the controller, and this one is the tank!" is a good way to steer me away from a game.