The seven classes
A class is how you play, not what you play. Game Tales reads yours from your own record, and it changes as the record changes.
- The Ascendant: The credits are the halfway point. You finish what you start, and then you finish it properly. The last trophy is the real ending, and you usually get there. A game isn’t done when the credits roll. It’s done when there’s nothing left to do, and the list says so.
- The Wayfarer: You go to see what’s there. The next world is the one you want. A new place, or a kind of game you’ve never tried: that’s the pull, more than finishing anything. Your library is wide because you keep saying yes, and the next one is already waiting.
- The Lorekeeper: You play for the story. The story is what you came for, and the people in it are what you keep. The quiet parts other players skip, a line of dialogue, a letter left on a desk, are the parts you came for. You finish the stories that earn it, and you remember them for years.
- The Tactician: You’d rather understand a game than beat it. You want to know how it works. Routes and builds, and the numbers under the numbers: the surface of a game is a door, and you go through it. Winning matters less than knowing why you won, and the rare trophy you earned on a hard setting is the one you’d mention.
- The Champion: You play to win, and a loss sends you back in. Other players are the point. A ranked queue or a friend on the couch: the fight is the fun, and a loss is only information about the next one. You have a main. You’re already studying for the rematch.
- The Builder: You leave something behind that wasn’t there before. Give you a sandbox and a free evening and something gets built. A base, or a town that works: the game didn’t ask for it, and that’s the point. You don’t finish these games so much as live in what you’ve made, and the hours add up without a trophy in sight.
- The Resident: You stay long after everyone else has moved on. Most of your hours live in one or two games. You know the seasons, and the unwritten rules of the people who play with you. Other people log in. You come home.
Seven questions on the front door give a first reading. Your games get the last word. Find your class