Stormbringer redux #23 - Cracking the Class & Genre Connection (2024)

EUREKA!

I've messed around several times with conceptions of how to use social class to tie together pre-existing mechanics in a way that emulates the writings of Michael Moorco*ck.

I think I've done it.

Take a look at this table.

Stormbringer redux #23 - Cracking the Class & Genre Connection (1)

This table organizes the different facets of a character (Class, Game Style, Wealth, Magic, and Bonds) in a useful framework explained below.

Social Class

Characters are created firmly enmeshed in the hierarchy of the Young Kingdom, with several game effects.

Vertical Relations - Characters of higher class will look down on and order about those below them, while lower class characters will fear and fawn before higher class ones. There is little to no repercussions for accosting people of lower class, while lower class people will be punished for bothering those above their station, with the penalty being more severe the farther apart the classes are. For example, a YK noble might have to apologize for insulting a Melnibonean, while a Merchant (urbanite) might be handed over to a torturer, and a farmer executed on the spot.

Changing Class - Characters of higher class can become lower class by choice (ie slumming temporarily) or by misfortune, ie stripped of the rank due to failing their sovereign or native land. Lower class characters may move up one rank by doing two things.

First, they need to choose a profession of the rank desired and learn the skills of that profession.

Second, they need to pay a guild 1000 coins of the currency of the rank to which they aspire.

For example, a beggar wanting to become a warrior has to obtain the skills (First weapon x 5%, second x 4%, third at x3%, Ride at x 4%), and may have to pay for training if necessary, gather the requisite gear (weapons and armor), and pay a warrior’s guild 1000 LB.

If a character wants to skip several levels, ie a Beggar wants to become a King, they have to pay 1000 x the number of levels jumped, plus gain the requisite skills, AND engineer the in-game narrative events leading to that change. A Beggar wanting to be a King would have to get the skills, pay 5000 LG (yikes), AND engineer some skullduggery to get that position. And still they would have to face treachery or opposition from outraged NPCs who hate the 'uppity' character.

Game Style

The Game Style suggests what type of adventures the character is suited for. This is not meant to be prescriptive, but as a guide for GMs and players, and the style of game is of course up to players & GM to decide.

Epic, or Elric Mode - In this style, the main focus is power and the cosmic struggle, with the following tenets.

  • The powers that be are morally ambiguous, and will do anything to win.
  • There is usually lots of discussion and investigation, and characters do not attack while parlaying. Combat is sparse and avoiding it to focus on the goal is the norm. NPC mooks or henchmen should be used as damage sponges where possible.
  • Adventures are usually sagas stretching over multiple sessions, involving massing armies, travelling to exotic locales to gather objects of power, parlaying with treacherous nobles or sorcerers, and using magic to travel between realms and challenge the gods themselves!
  • Any territory or objects of power obtained change the gameworld permanently, and may be met with repercussions.

Pulp, or Moonglum Mode - This style focuses on small scale capers and adventures against clearcut foes, with the following expectations.

  • One shot, episodic adventures in which characters band together to search for treasure or fight evil.
  • Enemies are black and white, with an occasional reversal or twist adding to the excitement.
  • Magic is considered dangerous and evil, and is used with caution.
  • Any wealth obtained is half squandered by the time the next adventure begins.
  • Should include copious amounts of combat, stealth, treasure and carousing afterwards.

Note that Epic characters can play in Pulp games and vis versa, but are bound by restrictions on Wealth and Magic below.

Wealth

Abstract wealth (High classes) - Higher class characters in Epic adventures do not need to track money, and so long as the character is in their place (ie civilized part of their nation), they usually can obtain whatever reasonable gear they need.

  • However, if an Epic character is cut off from their support, either by calamity during an Epic adventure or participation in a Pulp adventure, they roll starting money in their currency and can buy equipment or hire henchmen with that. For instance, a YK Noble who goes adventuring will roll starting money in Large Gold instead of Large Bronze.
  • While adventuring, higher class characters are vulnerable to robbery and other loss of equipment.
  • High class characters using abstract wealth WILL NOT give money willy nilly to poorer characters. They may hire them for INT x their currency a day. For instance, a Noble hiring a warrior and a beggar will pay the warrior INT x Large Bronze a day, while the beggar will receive INT x Small Bronze a day.

Concrete Wealth (Lower classes) - Lower class characters always need to track money, and must always pay or otherwise obtain any gear they need.

  • While adventuring, lower class characters are vulnerable to robbery and other loss of equipment.
  • Lower class characters CANNOT simply borrow wealth from high class characters who use abstract wealth. They may be hired for INT x their currency a day, as above. This inequality should spur lower class characters to accumulate enough wealth to change their class and improve their income.

Magic

This means that characters can use magic appropriate to their background.
  • Nobles can try to become Agents of their deity.
  • Elemental Priest Sorcerers can summon the elemental of their deity, or call on their deity for aid as per the Elan rules.
  • Chaotic sorcerers can try to summon demons, or risk calling on their deity for aid as per the Elan rules.
  • Lawful Priests or Agents can make or use Virtues, and may summon Elementals or call on their deity. They generally avoid using Demons unless in great need or explicitly permitted to do so.
  • Lower class characters wanting to use magic can either have it gifted (but will still need to bind it with a POW x POW roll), or may alternately increase their social standing and learn the requisite skills to become a Sorcerer, or Noble if they want to apply to be an Agent.
Note that some may cry foul that Agents are limited to Nobles, but all I can say is

Emperor Elric

Duke Dorian Hawkmoon

Prince Corum Jhealen Irsei

Bonds

Most characters are born bonded to their people and place, which comes with attendant benefits and drawbacks.

  • They can expect support and civility from NPCs of the same class, nationality, or church, but will be exiled and hounded should they betray their bond.
  • The table entries give groups they are especially loyal to, and can be rewarded for protecting or punished for betraying or neglecting.
  • They are expected to follow the commands of their liege and protect their nation. Failure to do so can lead to exile, imprisonment, or a death sentence depending on the severity of the betrayal.
  • The Dispossessed may not have obligations, but cannot expect any civility or support either.

Do You Need These Rules?

One of the big draws of Stormbringer for me is the real authentic sense of place and people it conveys by the great descriptions, effects of nationality, and of course inspirations from the fiction. If you want the same thing, consider implementing this as a GM guide rather than canon that must be followed slavishly.

What of Hawkmoon's World?

You could definitely adapt this for Tragic Europe, but it is a sunny Sunday in the waning days of summer and I intend to spend it with sonny.

Take care!

Stormbringer redux #23 - Cracking the Class & Genre Connection (2024)
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