I Need a Cool Name for This
A Flats Class
These are guidelines for a Flats class.
- Characters do not progress upwards; they progress outwards, from a "core" into other specializations/aspects of the class. A class is not an upwards line but an expanding circle. Gaining a level introduces the PC to a fuller realization of the class.
- Levels are only gained when specified conditions are met, not all too dissimilar from a delta template.
- Think of it as "specific experience" instead of "general experience". Amount of conditions may vary, but it should usually be more than one (unless that one is really difficult or complex).
- Class specialization is placed on in-game community, not under a class heading. The entities/group a PC aligns with provides means of specialization.
- If a fighter gets into a wizard's guild, that will provide certain specialization options than if they joined the guerilla resistance movement, for example.
- The goal is to have PCs grow via means of the fiction; there are no "sub-classes", but rather a core with organic supplements to bolt on as the player sees fit.
- General Progression:
- Level 1: establish class Core - that which makes a "Fighter" different from a "Priest". A Core is made of multiple abilities.
- This is the base from which specialization is built.
- Level 2+: expand via Connections - NPCs, groups, guilds, religions, etc. which seek the PC out now they have proven themselves.
- These provide specific Components to add to the Core; additional goals/quests/story beats, NPCs, and resources; and standards/rules/whatever for "membership".
- Core abilities may change without directly improving; additional abilities may also be added over time.
- Someone may start a "Fighter" at level 1 and then join the "Guys Who Punch Things Really Good" and be given opportunity to learn specific things from them to become a punchier fighter at level 2.
- Level ???+: establish Culmination - the PC is the ideal of the class. They have attained renown, established many and great connections, garnered reverent followers, perhaps even gained a Domain. This is the zenith, the end goal. At this point, they cannot become more [Class] than they are.
- Level 1: establish class Core - that which makes a "Fighter" different from a "Priest". A Core is made of multiple abilities.
Further Thoughts
- Everything past initial, level 1 character creation doesn't show up on a page. It's almost entirely diegetic. A PC hits level 2 and, within the narrative, the letter to Wogharts is delivered by pelican, so to speak. There's no immediate "number go up/get more thing" effect; rather, it's more "world opens up".
- Progression within a class is linked to the general class identity, not the specifics. It would be impossible to determine a requirement for every possible specialization a player could choose. Whether you are a "magic fighter" or a "fist fighter" or a "beast fighter", you're still a fighter. Class progression remains tied to being more of a fighter.
Concluding Thoughts
None of this is new. There is nothing new under the sun, after all. Rather, this helps me visualize the classes and follow a general pattern in their creation. I like guidelines for this stuff - they are like the bumpers of a lane at a bowling alley. It is still somewhat muddy, but hopefully that'll settle soon.