Tuesday, August 20, 2019

1974 Character Class

Less Is More
When it comes to fantasy role-playing games we all have our preferences. Some like classes, some prefer the freedom of a classless system. Some think alignment adds an important element to the game, some prefer to not use it. Some like rolling dice to randomly create their character, some prefer a point-buy system so that they can deliberately design their character. Some prefer a system with comprehensive rules for everything, while others prefer less rules and more freedom for the referee/GM to make rulings as needed. While there seems to be no "right way" to play, most of us have a favorite way to play.
I can only speak for myself, and state my own preferences which is generally for less when it comes to most aspects of rules for role-playing. Occasionally I enjoy a rules heavy system such as Pathfinder 2e, Hackmaster 5 or some other thick tome system. The more complex games do have their appeal. There is something satisfying about learning and mastering a complex system and developing strategies which take advantage of the opportunities presented in the rules.
More often than not after a brief sojourn into such rule complex systems, I return to a state of rest where I am perhaps most comfortable and familiar - that of simplicity. I recently ran a session of Call of Cthulhu without opening a rule book or consulting a chart or table and frankly, I find that appealing. It's comfortable. CoC uses an intuitive d100 percentile skill mechanic system that rarely requires more than the information on the character sheet. It is an investigative game that often leads to someplace scary and in the best sessions, players become engaged and maybe a little spooked. There was no combat in this session because the players choose to leave that option on the table and avoid face-to-face confrontation with "the thing in the dark".
The imagination can dream up much better fiction than I can describe, or draw, or paint, or act out. A few words of suggestion from the referee are often enough to get our thoughts rolling and for the players create the scene in their own heads. This works especially well for horror because once the monster is seen, some of its scariness abates. It is no longer as "unknown" as before.
Defining a thing limits it. Everything we know about something eliminates several possibilities which we now know are not true of this thing. Defining a thing breaks it down and allows us to form strategies using what we now know to be true. Knowing allows us to form and test hypotheses. It suggests what may be possible and pushes aside what may not be possible.
One aspect of RPG systems that use the class and level mechanic is that they define characters by their class. Some systems use a broad approach to class, such as The Fantasy Trip which has heroes and wizards, those who don't cast magic spells and those who do. The Original FRPG, which I refer to as White Box, offers the player a choice of three classes for human characters, fighting man, cleric and magic user. There are three non-human options drawn from popular fantasy fiction, elves, dwarves and hobbits/halflings. The non-human characters all have limits on how high into levels they may become. all may be fighting men and elves are an early form of dual class fighting man/magic user.
With just two or three classes from which to choose and no feats or skills to pick from, ODD players are encouraged to individualize their character in other ways. This is where the creativity comes in. Character description can include distinguishing physical features, distinctive dress, signature weapons or equipment and catch phrases that all help define the character's uniqueness in non-mechanical ways. Flavoring the character in such a manner can result in them becoming much more memorable than the mechanical feel of any special build in more complex systems and has more in common with the way an author builds a character in a novel or the way that film character's are portrayed in Hollywood.
I have always enjoyed a "blank slate" where the possibilities seem endless, and I have the freedom to take my imagination anywhere. As I imagine the early days of the hobby, I think on conversations that may have occurred between players and referees about characters and new classes. I imagine the birth of the thief class, the barbarian class, the paladin sub class and more, all originating from a character concept and the creative collaboration between player and referee. This appeals to me on several levels. Less can lead to more.

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