I am revising the text for the final version and would like some feedback
Each Class (Playbook) in the rulebook is introduced by:
- a single sentence, mostly evocative of the core concept of the Class
- a short text of a couple of lines, more practical, that explains what playing the Class involves
- a list of 3 themes central to the Class
I’d like to focus on point 2.
Do you think they are all written in a “balanced” way? Or do some read better than others? Are some lacking in text, impact, explanation, something?
Give me feedback pleaZ
UPDATED VERSION HERE
Play the Knight if you want your Protagonist to be a commanding leader and a paragon of virtue. You are part of an institution of power and renown, bearing its insignia as both a blessing and a cross. You will work with the World to explore both its politics and morality. What is the meaning of honour?
Play the Occultist if you want your Protagonist to be an exotic scholar of lost and forbidden knowledge. You deal in miracles and magic and sorcery: what is their real price? You will work with the World to bring at the table a touch of occult and arcane, exploring its limits, perils and consequences.
Play the Priest if you want your Protagonist to be the herald of a fantasy religion you will define and discover through play. In a world full of magic, what does your faith mean? Will your beliefs be challenged or will they bestow you power?
Play the Scoundrel if you want your Protagonist to be a roguish and sly character. You will work with the World to define the criminal underground of the places you visit. Who’s who among the shadows?
Play the Troubadour if you want your Protagonist to be a traveller and an explorer. You have been around, you have seen places, you have met people… and you draw art and power from it all. You will work with the World to say a lot of things about your “past” whenever you encounter something “new” on your path.
Play the Veteran if you want your Protagonist to deal with violence and the scars it leaves behind. You saw your share of battles, you paid the price and learned their harsh lessons. You will work with the World to define past events that left a mark on you, along with the enemies that opposed you and the allies who stood beside you.
Play the Wayfarer if you want your Protagonist to be a traveller and a hunter. You are the expert, the one who knows stuff about plants and wildlife and survival, be it outdoors or on the streets. You are not alone in this, as your animal companion will tag along for the ride. You will work with the World to define and develop the relationship with your companion, and to explore the setting and its many environments.
Play the Wildcaller if you want your Protagonist to test the possibilities of shape shifting. You will explore the boundaries between nature and civilisation, between mindless beast and sentient person. You will work with the World to define the landscapes, flora, fauna and biomes of your fantasy setting.