Here’s another idea I’m tinkering with:
A D&D-styled campaign that starts off with the PCs as zero-level villagers. A great chasm opens up in the village one day, revealing the entrance to a dungeon below. For some reason the PCs feel drawn to it, and when the elders call for volunteers to investigate, it is the PCs that step forward.
So far, so typical.
The ‘twist’ is that until the PCs act, they have no ability scores, no hit points, and belong to no class. As they investigate the first level of the dungeon, they roll for their abilities and hit points when it becomes necessary. For example, a PC tries to open a door by brute force and they roll for their Strength to see how strong their character is; if they tried to edge along a narrow ledge, they’d make their rolls for Dexterity, and so forth. Any combat means they need to roll 1d6 for their hit points.
As they ‘adventure’, their actions earn them class points that are related to the core classes; the highest points decide what class the character is going to be.
When a character has rolled all their abilities, or most, and they return to the village, what their actions were down in the dungeon determines what class they end up being.
This does, of course, limit the players choice, but it’s an interesting idea and one that has been used before in early game modules.
Do you think it is an idea worth acting on, and if so, would you do anything differently?