I like archetypes and fantasy tropes.I know saying that may make me seem backwards amongst many modern rpg players. Modern sensibilities lean towards highly unique, customized characters. No "Elves as class" for them.
The reason I like archetypes and fantasy tropes is it provides a convenient shorthand when role-playing. The inevitable rebuttal can be made ... that's not role-playing, that's sock-puppetry! My response is, when you first begin playing a character in an old-school rpg, you have little idea who this character is, and having those tropes, as a crutch to fall back on, is welcomed.
I make these observations, in relation to The Fantasy Trip. That game system provides a list of just those sorts of archetypes, when discussing the kinds of hero characters a player can be. That list is useful, as it provides "flavor" to a character. The list of "non-wizardly" fantasy tropes from The Fantasy Trip goes something like this: Amazon, Assassin, Barbarian, Blademaster, Guildsman, Leader, Mercenary, Priest, Rogue, Spy, Tank, Thief, Tinker, and Woodsman.
The "Advanced" versions of The Fantasy Trip are heavily skills-based. This may have been one of the earliest skills-based game systems out there. Of course, playing those archetypes, OD&D-style, without a skills system, you might simply state, "my fighting-man character is a former spy" and the DM will let you do certain things because of it.
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