tag:blogger.com,1999:blog-1646163054327608765.post8128584901261273594..comments2023-10-30T09:58:01.179-04:00Comments on Tankards & Broadswords: Arriving at ArchetypesJack Badelairehttp://www.blogger.com/profile/10932441028544500024noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-1646163054327608765.post-8988343521879428002009-04-21T19:41:00.000-04:002009-04-21T19:41:00.000-04:00I loved the first mummy, but even with the action ...I loved the first mummy, but even with the action I think in terms of my old Call of Cthulhu games (that were heavier on the action and fights than most).<br /><br />I apply some of those great careers from one of the supplements that came out in the 90's.Kevin Machttps://www.blogger.com/profile/14122665488285424578noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-77183591013383208332009-04-21T12:03:00.000-04:002009-04-21T12:03:00.000-04:00Regarding "Types" vs. Points Buy:
I certainly hav...Regarding "Types" vs. Points Buy:<br /><br />I certainly have no problem with a point-buy system. Back in college and some few years after I ran games using a points-based RPG I developed on my own, putting it through two short campaigns and two year-long campaigns. It worked quite well, but did suffer from what I think many point-based systems and other very "open" chargen systems suffer from - "choice overload". <br /><br />Some of the characters created were interesting characters, but needed revision because the players picked skills / traits that didn't mesh well, either with each other or with the concept behind what the player wanted to accomplish (i.e., not giving the Knight character the Mounted Combat or Load Bearing skills, so they were constantly hampered by their armor and couldn't fight worth a fig while on horseback, or taking a spell-caster but not buying up enough "spell points" and over-buying on skills so that the PC had lots of spells but little ability to cast any of them, and little "mana" to do it with). This most often happened because the player just mis-managed where their points went, not understanding what skills were critical for their characters and which skills were the "fluff".<br /><br />Jeff Reints <A HREF="http://jrients.blogspot.com/2009/04/pet-peeve.html" REL="nofollow"> posted a column this Saturday </A>and a lot of comments there (including my own long-winded ramble) cover a lot of what I'd have to say, so I leave the reader to follow the above link and read through - some good discussion there.<br /><br />In short though, I think a class/archetype system is fine for a game designed to get you into the playing quickly by making a number of choices for you. It's not a perfect solution, but it's one that (I think) works if done right. A points-buy system is great when players and the GM want more fine-tuned control of their characters and want to invest more in how they play out over time. <br /><br />In the end, there's room for both.Jack Badelairehttps://www.blogger.com/profile/10932441028544500024noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-13574920857755193592009-04-21T11:46:00.000-04:002009-04-21T11:46:00.000-04:00Regarding The Mummy:
I can't agree more that it'...Regarding <I>The Mummy</I>: <br /><br />I can't agree more that it's a classic "gaming fodder" movie in that watching it just makes you want to "live the adventure" via a good RPG campaign. <I>The 13th Warrior</I> is, as Wickedmurph said, another film that falls into the "gaming fodder" category really well. Incidentally, I use the musical scores from both of these films as "gaming inspiration", both while working on the game and while we're playing. Fun, evocative stuff.<br /><br />As for Bennie vs. Jonathan, you might be right, but Jonathan is part of the "Adventuring Party", which is why I mentioned him - also, like Matthew said, he shows some sweet pickpocketing skills.Jack Badelairehttps://www.blogger.com/profile/10932441028544500024noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-43453209449380512412009-04-18T22:47:00.000-04:002009-04-18T22:47:00.000-04:00This is done really well in 4th edition of GURPS w...This is done really well in 4th edition of GURPS with templates.Joehttps://www.blogger.com/profile/17156544254888787649noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-15742364405309495802009-04-18T12:30:00.000-04:002009-04-18T12:30:00.000-04:00I was just watching the Mummy a few weeks back, an...I was just watching the <I>Mummy</I> a few weeks back, and was once again struck by just how "D&D" it all seemed. In particular, the pick pocket skills of Jonathan stood out to me this time round.<br /><br />I think it is important to think of classes as enablers instead of as inhibitors. The biggest divide has always been between "magic-user" and "fighting-man", but pretty much everything else is fair game.<br /><br />The real problems for me come when people try to reduce the classes to sub classes, instead of viewing the latter as focused versions of the former. That is to say, anybody can track if it seems appropriate, but rangers can always track, and so on...Anonymoushttps://www.blogger.com/profile/05646247954542936623noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-37760811734710496652009-04-18T04:45:00.000-04:002009-04-18T04:45:00.000-04:00As much of a Neo-Platonist as I am, I have finally...As much of a Neo-Platonist as I am, I have finally suffered that '90's gaming fatigue on the whole Archetype thing...<br /><br />Brian Penn and I have kept trying to re-work Tunnels & Trolls adding or subtracting or redefining the 'Types', but, each time we end up convincing each other that Types just end up being a rules-mechanic that may or may not properly define one's character.<br />My point design system for T&T, which eventually became a quasi-Victorian Space Opera (Starblade), emulated the Types' powers/abilities, but allowed the flex. that the mental overlay of 'okay, well, my Rogue is more like a swashbuckling pirate...except he doesn't use magic, and is a better fighter, and can't fall off of ship's rigging...' better than simply ignoring the T&T rules that were informing us that a Rogue had magic, or Warrior wore armour (if not, the 2x Hits rule was doing no one any good).<br /><br />In my current RPG, I've hacked-away all the fiddly-bits of each of the four 'iconic' classes and allowed folks to build their characters via Point-Design. My inclusion of the Four is simply to illustrate and to speed transition from Class-based mindset to Point-Design.<br /><br />So, I guess this is an official 'disagreement' lol ;)<br /><br />I enjoy your blog very much.Timeshadowshttps://www.blogger.com/profile/09952601433965644275noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-87885841542855680582009-04-17T18:10:00.000-04:002009-04-17T18:10:00.000-04:00Our gaming group loved the Mummy because one of th...Our gaming group loved the Mummy because one of the players had played literally every character in the movie over the years (including Bennie, who is a much better example of the rogue archetype).<br /><br />Another movie that really breaks down the warrior archetype is the 13th Warrior. Burly warriors, sneaky warriors, rangery warriors. It's a great movie, too.Jeremy Murphyhttps://www.blogger.com/profile/17072164588443858336noreply@blogger.com