The Wyvern Journals is the title of what is (hopefully) going to be a series in which we dissect several aspects of my OSR fantasy heartbreaker, The Wyvern Hack, while discussing the decisions behind them. Theoretically, this is already part 2, since the "announcement" post already introduced TWH's core combat rules, but I'm sure we'll revisit those later on. This post, though, will focus on the character class model. I have already posted a couple of class spreads on Twitter, but rather than diving in the specifics of those classes, this is a more general take on how every class in The Wyvern Hack is structured.
CORE ELEMENTS
When push comes to shove, dividing the character class model into its core elements is a lot more efficient than discussing it as a whole, so that's where we'll start. Afterwards, we'll do an individual dive into each element.
1. The Intro Blurb
2. Class Icons
3. Traits
3.1. Starting Hit Points
3.2. Trait: Key Attributes
3.3. Trait: Starting Dice
3.4. Trait: Typical Backgrounds
3.5. Trait: Starting Bonuses
3.6. Trait: Experience Triggers
4. Starting Weapon
5. Special Abilities
6. Personal Table
7. Background Table
8. Starter Kits
9. Progression Table
If you're like me and love visual references, you can find the numbered elements above on an example spread right here.
1. THE INTRO BLURB
Apocalypse World did it best, but I've always been a fan of intro blurbs for classes, playbooks and even clans (or tribes, traditions, kiths and all the rest of WoD's not-classes). They're often essential in helping my AuDHD-ass pick something to play, breaking that damn decision paralysis. Adding these to TWH was a no-brainer!
The goal here was to give the reader a quick look into the class' flavour, while also setting the tone for everything that comes after, even for myself. If you liked the intro blurb of a class, odds are you're gonna like its Traits, Special Abilities, starter kits and progression. This is usually the part I write first, and aside from everything else, it's supposed to build some hype. For the reader, that is. I'm definitely not hyping myself up with these. Scout's honor.*
2. CLASS ICONS
Much like the intro blurb, this serves the purpose of letting the reader know the kinds of characters they could reasonably play with any given class, while also potentially giving them something to get excited for. Spotting a reference to one of my favorite characters in an RPG tends to instantly get me in the mood to play a similar character, and I'm hoping this applies to some readers, too.
3. TRAITS
This is a meatier section than the previous ones, and although it carries a lot more weight when it comes to gameplay, I personally find it a lot easier to write. Starting Hit Points, for example, are just a matter of either combining two Attributes, using the class' starting Hit Dice's highest possible result, or comparing that with an Attribute (usually Constitution) and picking the highest/lowest, depending on the class.
Key Attributes are a little trickier, and they represent the two Attributes that always have a chance of being improved when a character levels up — the player rolls a d20 for each, and if the result is higher than the Attribute's current value, they increase it by 1. Players can also roll a third Attribute of their choice, but we're getting sidetracked! Levelling up and progression deserve their own blog post, and this ain't it.
Starting Dice are already outlined in the progression tables (the very first thing I
did for every class, back when I first started fiddling with TWH's
combat). Want to kick some ass in melee/ranged combat? A higher Attack Die will go a long way towards that. Want to recover from an ass-kicking in a timely fashion? Well, that's what your Hit Dice are for. Luck will get its own blog post in the future, but suffice to say that Luck Dice are pretty versatile; the higher, the better.
Typical Backgrounds are pretty much just flavor. So far, I don't have any plans to meaningfully implement these backgrounds as a mechanic in The Wyvern Hack, and I'm not sure I see the need to. As is, they can give the players some ideas for character concepts, and that's good enough for me.
Starting Bonuses are part of the "ctrl+c + ctrl+v" family, in that they're already available in the progression tables. Still, these can be useful for knowing straight up how much damage you can count on dealing/resisting right out of the gate.
Experience Triggers are the hardest Trait to get right, and they're also something I love doing! Again, I won't get too deep into levelling up and progression here, but you can expect an experience track similar to PbtA and FitD games, which will be filled by hitting your class' triggers once a session. While I'm generally wary of any mechanic that incentivizes players to take certain actions just for the sake of gaining experience (or any other in-game reward), my aim with these was to stay close to what someone playing a certain class will want to do anyway. Fighters, for example, will get experience when they get new scars (something that's more likely for characters on the frontline) and when they win a battle. Limiting trigger activation to once per session also helps prevent intentional experience farming.
4. STARTING WEAPONS
Some players will hate that, while others will love it, but I personally really enjoy randomly generated equipment. The Wyvern Hack doesn't randomly generate every piece of equipment, though (see: starting kits), since this can slow character creation down to a crawl, depending on the amount of items you're generating and the number of tables you're consulting, but a random starting weapon can be a lot of fun, and it might surprise you! Getting a high roll on a starting weapon's damage is a nice treat, after all. If you really hate what you rolled, though, no biggie. All classes have starter kits with extra weapons and/or some coin for you to spend on equipment in-game.
5. SPECIAL ABILITIES
This is where you'll find the very soul of each and every character class. Sure, classes have plenty of differences besides these, but Special Abilities are the things that make them truly unique, presenting the players with the tools through which they'll interact with the world. All of the Fighters' Special Abilities are related to combat, for example, while the Dungeoneer is exclusively focused on utility, exploration and, well, dungeon crawling. These not only communicate what the class will excel at, but also let the players know which class will be better suited to their preferred playstyle.
6. PERSONAL TABLE
My absolute favorite part, right there. These are a combination of a personal question and a d6 table, which will always award the character with something, while also fleshing them out a bit. Giving mechanical weight to these tables is loads of fun, too!
7. BACKGROUND TABLE
While not nearly as involved as the previous step, this is just as fun. The key part here, though, was to give every character a cool hook, while still being open enough to avoid getting boring if you're frequently rolling up characters of the same class. Challenging, sure, but I'd like to think I'm doing okay so far.
8. STARTER KITS
I have a love/hate relationship with these damn kits. They're mostly made to fit typical/iconic character archetypes, but coming up with the archetypes themselves is a pain in the ass. Once I have a clear idea of what I want out of each kit and what they're meant to represent, though, the process becomes surprisingly enjoyable!
9. PROGRESSION TABLE
Back when I was still trying to figure out what The Wyvern Hack's combat was gonna be like, before I even knew this was gonna be a thing at all, the first thing I did for fun was a bunch of progression tables for the more famous classes (Fighter, Spellcaster, Rogue and Cleric). These have changed a little since then, and I've cleaned up some of the math (huge thanks to @BourassaSam for spotting a massive issue with the modifiers), but the work itself is already over and done with.
Design-wise, these aren't a big mystery, right? They were inspired by classic OSR progression tables, and while the contents are different, the purpose remains the same. The most challenging part of making these was preventing character progression from feeling "samey" across the classes. Special Abilities are a big help, of course, but if a Rogue had the same basic progression as a Fighter, then they'd both lose a bit of what makes them special. Luck played a key role in this!
CLOSING THOUGHTS
I'm on the fence on whether this raised more questions than it answered or not, but I hope this helped shed some light on the process behind creating The Wyvern Hack's classes, and on the purpose of each of the aspects we dissected above. The next few parts of this series will probably focus on specific classes (or maybe even heritages/ancestries, who knows), and I'm looking forward to discussing those!
* I've never been a member of the scouts.