Does anyone think it is possible to make a traditional RPG where...
Okay, okay, wait a second.
I'm not setting a hard, fast rule for what a "traditional RPG" is...I'm not sure such a thing even exists. HOWEVER, for the purpose of this post (only) I refer to an RPG in which:
- the structure divides narrative powers between players and "GM" with the GM having the bulk of responsibility and players having responsibility only for their individual character
- the game involves exploration of an imaginary game environment, only incidentally addressing exploration of a character's psyche
- expects any "story" that develops to develop out of actions that occur "in-game" rather than player choices through metagame thinking (i.e. this ain't no "story now" game); in other words, any story that arises from play is going to be of the "talking about what happened in today's adventure" rather than actual pursuit of a story bolstered by game mechanics.
OKAY, SO...given that I am defining "traditional RPG" in that way for the purpose of this post only:
Does anyone think it is possible to make a traditional RPG that is both class-less (in the "character class" sense of the term) and skill-less?
Or to be a bit more specific: does anyone think it is possible to do such and still have a game that is both fun to play AND that actually works well?
Hmm...now that I think of it, I do know of at least TWO such games: Amber and Boot Hill (pre-skill edition)...the latter, of course, being one of my favorites in terms of game design, theme, and Old School goodness.
Okay, I guess I answered my own question: it IS possible. So here's the follow-up question: what other "traditional RPGs" have a class-less, skill-less system for player characters (and, no, Gamma World and Top Secret don't count: "species" and "bureau" are both classifications or "classes" even if they aren't specifically named as such).
Secondary, follow-up question: any specific thoughts on these types of games (the lack of archetypal classes and skills)...especially IN-PLAY.