Idea: Class-Based Societies
Hi, everyone! I’ve been absent from PRMI for a long while thanks to busy college reasons.
But, thanks to COVID-19, my Spring Break has essentially doubled and all my classes are going to be over virtual, Skype-like applications for the rest of the semester. Needless to say, I’m going to be having a lot of free time on my hands and easy access to my own computer for a while.
The last week or so, I was thinking about how a lot of tabletop games usually have societies based on species/race: i.e. a human kingdom, a dwarf kingdom, a half-dragon kingdom, etc. But with all the community talks around COVID-19, I was thinking how societies are usually built more around shared ideals than geneologies (especially in a world where skin-tones would matter relatively little compared to entire species differences).
And then, I thought to myself, “it wouldn’t really be races that determine societal belonging but classes.”
This has probably been done already, but I’m going to make a few posts about this.
Society for Knights, Samurai, Noble backgrounds, etc.:
Largely reminiscent of our world’s feudal societies. One overarching ruler controls a large supply of some desirable good (land, gold, food, etc.), with “classes” and relationships of superiority and servitude built into “who’s supplying whom.”
The members of the lowest class will, contrary to our world, likely have a fairly decent living with or without their production of the desirable good being necessary. With many tales of adventurers besting the most unlikely odds on sheer luck (a la natural 20s), the higher-ups would know better than to cut corners with even the most peasant NPC.
The “nobles” of these societies will likely want to discern their higher-class kin from the crowd (for whatever reasons), so expect some sort of communication learning curve: the lowest classes speak common or a similarly popular and simple language, while the higher classes can be signified by more complicated syntactical rules, added gestures, etc.
Failure to adapt to these rules properly will have you sticking out like a sore thumb, and cause consequences ranging from making the party awkward to being named an impersonator and marked for death.
The lowest classes might create the desirable good, or maybe their societal superiors just want them to housekeep/garden/maintain the city for them, while the higher classes control and oversee transactions of said desirable good. As such, there would be room for artisanal members of the community like blacksmiths, potters, seamstresses, etc. But chances are these beings will only be interested in the desirable good unless some other event distracts them (such as, no one’s going to really care how much land you have if there’s news of a nearby dragon who can reduce it all to kindling). Thus, any artisanal member who wants to stay in business will need to find a craft relevant to the desirable good: if the good is some food, potters will sculpt containers specifically for it and blacksmiths will forge tools to eat it with; if the good is a kind of enchanting magical force, blacksmiths will be swift to create applicable weapons and armor while seamstresses will hurry for clothing that can store (and possibly show off) the force’s colorful mana.
As I said, I’ll try for more posts with other class-centric societies. This is just all I’ve gotten in the three days I’ve been free of school so far.
So please send us some asks here, whether you’re requesting specific class societies or you want something completely new. I’m going to have way too much free time on my hands during this quarantine episode.
Happy gaming as always, sweethearts, and it is GREAT to be back!
-Mod Bean












