Unlocking Character Races

Unlocking Character Races

I like the idea of unlockables--things you can get through adventuring. In Symbion I have four core phenotypes (think races) that each provide a simple bonus to attributes during character creation. Then, I have eight more phenotypes that give something more: better bonuses or small special abilities. These eight are not available at the start of an adventure but must be unlocked in some way, although I wasn't entirely sure how.

A couple of sessions ago, the question came up. 

-"How can we unlock the arachnid phenotype?" asked a player.

-"Adventuring, of course." I said, "Look for a way to get transformed."

They learned from local rumors that a giant spider deep in the woods could have the powers to transform someone into an arachnid humanoid. But the spider is always hungry and would require an offering. The Company bought an old racing pig from a local farmer as the offering. The pig was called Piggy Smalls, as a joke from a YouTube pig racing show. Then, things unfolded in the best imaginable way possible.

The spider was telepathic and was able to communicate simultaneously with the character and Piggy Small. Well, Piggy Smalls is a clever pig, and he managed to convince the spider that the adventurer was a tastier, bigger meal, and that he--Piggy Smalls--was the one that deserved to be turned into an arachnid humanoid (this was all the player's idea). Thus, Piggy Crawls was forged and the arachnid phenotype unlocked.

Piggy Crawls (by Silex Art Studio)

This got me thinking that unlockable phenotypes could be just that. Transformations of an existing character. I'm liking this approach because an advanced character need not be set aside to use a different phenotype; it can just become the new phenotype.

I am currently testing Symbion using The Evils of Illmire so I already have some ideas where to put other phenotype sources. For example, the merfolk phenotype can very clearly go in the underwater caves of the Misty Lake and the magical pearls could be the magical source of transformation. The Ogre phenotype could be unlocked at the Klepperhorn, perhaps having something to do with the sculptures made by the Mountain King.



Comments

  1. I like the idea of unlockables, but I'm afraid that it creates a weird metagame if players know how to unlock what they want.

    What happens when a player wants to play Drow and wants to go underground, and another wants to play a Pegasus and needs to go to the land of Pegasi? How do you prioritize?

    It feels like if they know what they need to do, why not just give it to them. "You really want to be a Drow, ok". It's basically the same effect as saying, "Oh you want to be a Drow?" then in the next session a Drow party attacks them.

    I suspect you feel that unlockables make a more interesting in game experience. It's what attracts me to this idea. I think that it should be hidden. Like the DM knows what conditions can unlock a race. If it happens, it happens.

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    Replies
    1. As anything TTRPG related, the idea can, and should, be tailored to each table.

      For me, I like clear goals and metagaming is just a gaming tool that can be used in different ways. If the GM tells me: "The ogre king wants help and is willing to provide a few warriors for your party if you help him" thereby "unlocking" the class, I'll take the quest, even if that is considered metagaming.

      Unlocking the arachnid class was fun regardless of the amount of metagaming concerned. In fact, it was probably one of the most memorable sessions. The ogres were unlocked in a less meta manner. They were looking for outside help to fight a cult, and the ogres were willing to help after completion of a quest.

      In essence, I think that there is range to work with such an idea. Some people like to play with every possibility of a character already unlocked from the beginning. Others, like me, may prefer to adventure for things a bit more. Other may decide to simply put a price on it.

      In regard to your question. If two players want to unlock two different things, then the table decides what to do first. I do not prioritize; they do. I prepare a setting, they explore it, and I described how the world reacts to their actions. Perhaps this works well with the open-world games I tend to run. I'm not sure how this idea would work with more linear games.

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