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No-Class Systems

Started by Magnus Pym, February 11, 2011, 08:42:04 PM

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Magnus Pym

Hey,

I'm searching for gaming systems that don't make the use of class. I already have one in mind, which is in devellopement, but am interesting in seeing if there are other good ones and maybe even better.

Anyone know any?

Nomadic

Vreeg's guildschool uses it, as will my setting when I finish it. As for published system's I believe GURPS is class free.

Lmns Crn

FATE is my personal favorite. I'll be glad to point you towards some free online resources if you like, answer questions, or give a general sales pitch.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Hibou

WoD Core is effectively classless.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

SDragon

Quote from: FREAKINAWESOMEHORSEWoD Core is effectively classless.

Though, most of the games that use it aren't. I always found that interesting.


Anyway, a good free alternative to the WoD Core mechanics is Opening The Dark, of which, I just so happen to host the SRD. Feel free to check that out!
[spoiler=My Projects]
Xiluh
Fiendspawn
Opening The Dark SRD
Diceless Universal Game System (DUGS)
[/spoiler][spoiler=Merits I Have Earned]
divine power
last poster in the dragons den for over 24 hours award
Commandant-General of the Honor Guard in Service of Nonsensical Awards.
operating system
stealer of limetom's sanity
top of the tavern award


[/spoiler][spoiler=Books I Own]
D&D/d20:
PHB 3.5
DMG 3.5
MM 3.5
MM2
MM5
Ebberon Campaign Setting
Legends of the Samurai
Aztecs: Empire of the Dying Sun
Encyclopaedia Divine: Shamans
D20 Modern

GURPS:

GURPS Lite 3e

Other Systems:

Marvel Universe RPG
MURPG Guide to the X-Men
MURPG Guide to the Hulk and the Avengers
Battle-Scarred Veterans Go Hiking
Champions Worldwide

MISC:

Dungeon Master for Dummies
Dragon Magazine, issues #340, #341, and #343[/spoiler][spoiler=The Ninth Cabbage]  \@/
[/spoiler][spoiler=AKA]
SDragon1984
SDragon1984- the S is for Penguin
Ona'Envalya
Corn
Eggplant
Walrus
SpaceCowboy
Elfy
LizardKing
LK
Halfling Fritos
Rorschach Fritos
[/spoiler]

Before you accept advice from this post, remember that the poster has 0 ranks in knowledge (the hell I'm talking about)

Magnus Pym

QuoteVreeg's guildschool uses it, as will my setting when I finish it. As for published system's I believe GURPS is class free.
FATE is my personal favorite. I'll be glad to point you towards some free online resources if you like, answer questions, or give a general sales pitch.[/quote]

I guess I could just google it unless you've got a favorite site which you'd recommend. I'd also like the sales pitch.

Kindling

Everyone's already pointed out the ones I would have, but I just wanted to make the flippant off-topic remark that the name of this thread makes me think of systems without any style or sophistication.
all hail the reapers of hope

Matt Larkin (author)

The Riddle of Steel
The Burning Wheel
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Lmns Crn

Quote from: Magnus Pym
Quote from: http://crackmonkey.org/~nick/loyhargil/fate3/fate3.htmlSpirit of the Century[/url] is a lighthearted 1920's pulp action/adventure game using FATE; the SRD is free online.
- The Dresden Files RPG is based on the book series of the same name, and deals with modern, urban fantasy (wizards and vampires running around the city, etc.) Compared to Spirit of the Century, it's darker, more structured (still classless, but with a lot of templates and things for certain types of characters), and considerably more complex. Also, the rules are not free on the internet.
- Jade FATE is my own project, a heavily-houseruled version of the Spirit of the Century system, where I tweak a few things and generally port the system away from 1920's pulp action and towards my own homebrewed fantasy setting.
- A more generic, system-free "Basic FATE" product is still in production, and should be flexible enough to do just about anything.

So, here are some things I like about FATE:

It's totally classless. There's a pool of about 25-30 skills; you pick which ones you're better at. Then you pick a handful of "stunts", which are special capabilities that bend the usual rules in some way or another. So, a character might be Great (+4) at Academics, Good (+3) at Resolve and Empathy, Fair (+2) at Endurance and Deceit, etc. And might have special stunts that make him/her a master of disguise, an excellent trick shot with a gun (or whatever), able to come back to play after dying "off camera" (you know the rule: no body, no death, right?), etc.

All conflicts are handled the same way. There's really just one set of rules for running an extended conflict between characters, and you use that whether you're running a fistfight, a shouting match, an intense negotiation, or a sorcerer's duel. The only differences are the types of skills involved (are you attacking with Fists and Weapons or with Intimidation and Deceit?) and the types of consequences experienced by the characters who lose. It's very slick.

ASPECTS! One of my favorite game mechanics in any system, anywhere. Every character has a handful of aspects, which are descriptive phrases with a game mechanics impact. (For instance, a character might be a Good-Hearted Person, might be a Scoundrel, might have an Unrequited Love, might rely on My Trusty Toolkit, might be likely to Take A Chance, etc. You make these up.) These are double-edged swords. They can help you in certain situations with concrete bonuses, hinder you in other situations with penalties, and encourage your character to act in certain ways because of the way their effects are tied into the main game currency (fate points). You get a fate point when one of your aspects makes things inconvenient for you, incentivizing players to choose some problematic aspects, which make the game more interesting.

Character creation: This is a very awesome part of FATE. Varies a little from game to game. In Spirit of the Century, you actually have a sheet of paper you pass around the circle to your neighbor to write collaborative backstories on like a goddamned party-game icebreaker. In ~*my old town*~ before I moved away, sometimes my gaming group (who usually did D&D and stuff) would just do SotC character creation with little or no intention to actually play the game, because SotC character creation is just that much fun.

There's more stuff but I just dropped a package of paragraphs on this thread and I need to get some kind of breakfast in me anyway, so
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

LordVreeg

Quote from: Magnus Pym
Quote from: http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?70258.0Steel Isle [/url] game, every thursday night.  Just had session 64, and LC, Llum, Nomadic, SD, Weave, and our resident Liguist all can claim a good amount of familiarity with the system.  

"While any ruleset can be optimized, Guildschool has more options for customization after the thrill of building cookie cutter combat monsters is over.  It is best with multidimensional games, when intrigue and interaction are on equal footing as exploration and magic."   From here.
 
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

CoyoteCamouflage

There is also Call of Cthulhu-- that certainly lacks character classes.
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Seraph

One Roll Engine (ORE) doesn't have classes either.
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