Wednesday, August 12, 2020

How to make a GLoG Class(?)

More specifically, a microclass.Since my game works off of the acquisition of LOOT and titles and such for character advancement instead of a planned out and player driven progression, the amount of choice and depth not only can be drastically limited, but should, as I need to convey Class abilities quickly ad efficiently and allow the players to write things down with ease and only one or two times going though the whole slate of abilities.


A GLoG microclass is 4 short, punchy templates. Specifically for MARROW, I also have Class SKILLS and suggested LOOT. Other hacks have starting equipment, but not MARROW, so I won’t be covering idiosyncrasies, just the core 4 templates and some things I like to think about.


1: If any template is 3 or more lines, you’re doing it wrong. Keep it to 2 or less if possible, and if not, strongly reconsider. It’s sometimes a necessary evil, but always try to keep it constrained and come up with rulings later.

2: Each Class should probably have one of each of these somewhere:

  • A combat ability. Something that can be used to increase the accuracy of an attack roll, damage, the ability to push enemies around the battlefield, or something else which is intended to be used in a combative setting. Since DnD-alikes are typically quite combat-centric, ignoring combat with a Class is an incredibly strong decision that should be used sparingly. Unless that’s your jam.

  • A roleplaying ability. RPGs are about talking, and most Classes should have some ability to cater to that. Something like being able to talk to something unusual, like oak trees or shoes, or being able to secure audience with some people, like small town leaders or papal higher-ups, makes players think more carefully about roleplaying as an option because their Class allows them to.

  • A tool ability. Something intended to be used outside of combat to solve other problems. Flight, heat vision, being immune to curses, anything of that ilk that would give the players an interesting and unique tool to creatively exploit are very welcome, especially in a GLoG game.

  • A restriction. Many well designed classes have some sort of stipulation or condition to follow in order to get the fullest out of their other abilities. Something like “you must always be punch drunk” or “as long as you are looking at writing you cannot cast your spells” that makes the character have to work hard or creatively overcome some penalty to use their abilities would make the play experience memorable and sufficiently challenging, in a good way.

  • Phlox said “good words in GLoG are ‘always’ and ‘never’.” They were right. Try to give specific tools instead of vague but limited abilities.


Not all Classes need all of these, but generally, those are four really good things to think about that will end up with a fun to play Class. DISREGARD ANY KIND OF BALANCE. Make a Class that’s fun and has a lot of cool tools to use, not one that seems vaguely on par with this other one you made and has an ability from here that you had to tone down and- no. Balance is boring, wild contrasts are a source of a lot of fun, particularly when each Class has tools that synergize in play against complicated problems (“you, summon the mayonnaise slide, and you, activate your sword whirl. I’ve got a plan!”).


All else fails, write four really vague non-mechanical abilities (“you can summon a house when there’s a full moon”) and figure it out in play or fix it later. Don’t work too hard, if you spend more than 10 minutes making a Class you need to rethink your process. [EDIT: if your GLoGhack is crunchy and mechanical, if you want to give players a lot of complex choices, and/or if consistency and equability is important to you, more than 10 minutes its easily available, but for those of you who are less time-endowed or mechanically-minded, 10 minutes or less is plenty to get a workable draft that you can at least start play with.]


Have fun!


EDIT: I've been made aware of some good links to link to.

https://whosemeasure.blogspot.com/2020/07/how-i-glog.html (Took my quote on that last bullet from             this one)

https://whosemeasure.blogspot.com/2020/01/osr-how-to-design-glog-fighters.html

https://espharel.blogspot.com/2020/01/osr-discussion-wizards-and-barriers-to.html

https://dungeonantology.com/2020/08/09/glog-class-design/ (This is one I particularly like)

https://bugbearslug.blogspot.com/2020/07/how-to-glog.html

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