So I tried spinning up a few fantasy characters, loosely modeled after Pathfinder iconic characters, using the Cypher System plus the Godforsaken PDF.
I am in the notoriously-delayed Backerkit for this book, but I got the PDF since I am sick of waiting. I understand they likely have supply-chain issues getting that many books printed since the campaign was huge (OGL-disaster-related game refugees). The game is great, so I don't mind grabbing a PDF of something I am getting a little early. Also, not having this was holding me back, so it was either buy now or keep waiting and let my ideas go stale.
What struck me about my characters was how many options I had to create what I wanted. I did not have to "wait for the next Paizo or Wizards book" to get more options - I have more than I could ever imagine using, with plenty of options that were incredibly cool. The characters were built without any problem, and the ideas translated from concept to rules exactly how I wanted.
And the characters came out better than I ever imagined. They are better than the Pathfinder iconic characters, and all of a sudden I was imagining dozens of other cool combinations.
The rules do not limit my imagination, and it feels like a GURPS, Champions, or Savage Worlds, I have infinite pieces to build characters with. I can flavor those options however I want. Also, since the characters are built out of pieces like plastic building blocks - my ideas and concepts of "what is a fantasy hero" get dramatically changed, and my entire view of "who can be a hero" changed.
Do I want a mage who throws seeds and instantly grows mushroom minions? I can do that. A teleporting battle paladin who zips around the map? That can be done. An acrobatic gnome thief with magic? That works. A rock and roll bard who rages? That works.
If you play too much D&D, Pathfinder, and OGL - your view of "what fantasy can be" narrows down to this tiny box. We can be fighters, mages, thieves, or clerics. All our ideas have to fit into those boxes. We are not really allowed to color outside the lines or invent things. Clumsy constructions, such as multi-classing, need to be invented just to patch the game's problems and give players more options (and these get exploited and broken quickly).
Unlike the business models of Paizo and Wizards, I am not waiting for books I need to buy just to have the next few "approved" options. That is another terrible limitation of following games built around those business models, and the retro-clones that seek to emulate them. Why do I want to emulate a 1980s business model that forced me to buy more books? Why do I want to play a game that keeps that outdated design model around today?
I have all the options now.
Plus I can make my own.
And combine them however I want.
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