The new Rpg breaks down the classes into Archetypes. Steampunk Musha uses four distinct archetypes to define the type of classes available for your character. Each archetype represents the four basic functions a character can specialize in, where the character class represents what the character can do. Beyond acting as an easy was of classification, the archetypes also provide stagnant rules appropriate for all the classes of a particular archetype. The four archetypes are:
Musha - Fighter type archetype, classes include Ronin, Samurai, and Shangti Cowboy.
Mahou - Magic-user type archetype, classes include Mahoutsukai, Alchemist, and Kami-Majo.
Shuujuku - Rogue type archetype, classes include Machinist, Kabukika, and Ninja.
Kigan - Faith/religious archetype, classes include Yamabushi, Nikobo, and Shinpu.
In additional books and on the website we'll include other classes for different regions and races (a lot of already been created for the setting, just not for a specific rules set) and will all function as a playable class. Those will also be associated with one of these archetypes.
Thursday, October 22, 2009
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3 comments:
Having recently designed my own V6 Engine rpg system, and own first full rpg (Atomic Highway) after freelancing in over 40 rpg publications, I'll be watching your design with interest. :) The SM setting always intrigued me, but I had no real passion for IG and have always preferred all-in-one rpgs anyway.
Thanks Colin, I'm surprised it took me so long to just do my own system. I never got everything I wanted out of the IG version, and we did a D20/OGL version which I liked, but still didn't fit what I exactly wanted as a system. So far, the new system is allowing me to include everything I want and keep it simple.
Yeah, it's definitely one of those things you have to do if you want things to run the way you visualise them. I started V6 development with some very specific goals in mind, streamlining to concentrate the fun aspects of play being one of them. That meant ditching a number of legacy subsystems such as encumbrance, absolute ranges and measurements, etc. and ensuring the probabilities for the system worked out mathmetically to actually support the results I wanted. The whole game is focused on the attitude of, "Stop sweating the small stuff! Go play!"
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