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blood & guts / Re: How many playbooks do I need?
« on: May 08, 2017, 04:37:02 AM »
I'd say it depends.
I could see a game with just 4 playbooks, if that game is about just playing those 4 archetypes.
7 playbooks widen the field, but is still pretty focused. Players have a choice when the game starts, but there is not a lot of choices if they can change playbooks during play (can they change playbooks during play?) Though this also depends on how flexible the playbooks are. Can a player pick the same playbook as another player, and most of the time not be stepping on that player's toes?
Original AW has 11 playbooks (if I'm counting correctly), with 5+ more extended playbooks. They run the gamut from hyper-violent to very social, from loner to leader to team player. So even if they aren't that flexible, you can play a lot of different scenarios.
I wouldn't stress out about it at this point. Try it out with 7 playbooks. That should be enough to start. And then you might find that you need more. Or maybe you'll find that you don't need more. Unless you already predict that your players will be swapping playbooks a lot. Or unless you want the game to encompass a lot of different scenarios from the very start. (Playstyle vs. Scenario: To allow a playstyle, you need a single playbook with that style, so a player can follow that playstyle. To allow a scenario, you need enough playbooks of that style that all or most of the players can fit into the scenario.)
I could see a game with just 4 playbooks, if that game is about just playing those 4 archetypes.
7 playbooks widen the field, but is still pretty focused. Players have a choice when the game starts, but there is not a lot of choices if they can change playbooks during play (can they change playbooks during play?) Though this also depends on how flexible the playbooks are. Can a player pick the same playbook as another player, and most of the time not be stepping on that player's toes?
Original AW has 11 playbooks (if I'm counting correctly), with 5+ more extended playbooks. They run the gamut from hyper-violent to very social, from loner to leader to team player. So even if they aren't that flexible, you can play a lot of different scenarios.
I wouldn't stress out about it at this point. Try it out with 7 playbooks. That should be enough to start. And then you might find that you need more. Or maybe you'll find that you don't need more. Unless you already predict that your players will be swapping playbooks a lot. Or unless you want the game to encompass a lot of different scenarios from the very start. (Playstyle vs. Scenario: To allow a playstyle, you need a single playbook with that style, so a player can follow that playstyle. To allow a scenario, you need enough playbooks of that style that all or most of the players can fit into the scenario.)