014 Classes

RPG XRAY

This episode’s topic is classes. Wizard, thief, fighter, rogue! We all know the tropes of classic fantasy RPGs but how have these evolved over time? What is the benefit of a class and how do classless RPG systems compare to a more traditional approach? What happens when you unbundle skills and abilities from the bounds of a class model?

HOSTS:

  • Erik Saltwell
  • Brendan Power
  • Ethan Schoonover

APPENDIX X:

  • Alan Wake 2 (Video Game, Brendan) 
  • Solium Infernum (, Erik) 
  • Dark (TV, Ethan) 
  • Alan Wake 1 (Video Game, Ethan) 
  • Archive 81 (TV, Ethan) 
  • Brooklyn Nine-Nine (TV, Erik) 

GAMES MENTIONED:

  • Night Floors
  • Warren
  • Pendragon
  • The One Ring RPG
  • Delta Green
  • Impossible Landscapes
  • Blades in the Dark
  • Dungeons & Dragons
  • Call of Cthulhu
  • Alien RPG

SUMMARY:

The main topic of the episode, classes in RPGs, is explored from various angles. The hosts discuss the origins of classes, which stem from wargaming and Tolkien-inspired narratives, and how they provide structure and implied play styles for characters. They also delve into the downsides of classes, such as the potential for creating ""generic optimum"" actions that can lead to repetitive and less interesting gameplay.

Ethan and Erik talk about the appeal of low-level play in Dungeons & Dragons (D&D), which often feels more classless and encourages creative problem-solving. They also touch on the concept of niche protection and how it can both spotlight individual characters and constrain them within certain roles.

The conversation shifts to classless systems like Call of Cthulhu and skill-based RPGs, discussing how these systems allow for more flexible character creation but can still lead to optimized play styles. They also mention games like Blades in the Dark, which offer mechanics like setup actions to encourage lateral thinking and creative solutions.

Erik suggests that classes might be more useful for younger or less experienced players, providing structure and helping them learn to share space and collaborate. As players mature, they may find classless or more flexible systems more appealing.

The hosts conclude by considering the potential benefits and drawbacks of both class-based and classless systems.

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