(It's based in the world from Doom Eternal, since I didn't want to have to world-build on top of figuring out mechanics and such. I've never done this before, and wanted to make it as easy as possible for myself.)
Overview of the game:
“And you shall go forth, champions of your people. Carry out the commands of your king, fight the hordes of Hell, and complete your missions to aid Argent D’Nur’s fight against the enemy. Your battles will be countless, and only your responsible management of resources and your skill as a team will see you through unscathed.”
It's a multiplayer tabletop
Classes:
- Super Light - This class is the quickest and the most agile. While they have lower resistance to damage, they have an unparalleled dodge ability, and when played right, might go an entire fight without taking one bit of damage. Light on their feet, a Super Light dances through a battle, dealing damage by exploiting even the smallest of weaknesses shown by an opponent. Super Light characters are easy to stagger, and have a two second recovery time, which can easily become their downfall. The Super Light class generally serves as the heavier class’s protection, circling the edges of the battle and ensuring their heavy classed friends don’t become swamped and overwhelmed by the demonic hordes. Often they are the ones to swoop in at the last minute and save the day. They are a cautious class, and tire easily, so the player is advised to hang back and judge when the best time to strike is.
- Light - The Light class is the best of both worlds when it comes to heavy and light characters. These characters have the speed and agility of the Super Light, but the strength and stamina of a Heavy. It will take some work to stagger this class, and they recover quickly at one second. If the team gets split up, look to the Light to zoom around the map, carrying messages, finding their friends and bringing them back together. The Light class is quick and efficient on the field, dispatching enemies with little to-do. This class is an all-arounder, good at almost everything. However, as they take damage, they begin to slow, and unless they’re helped out by a teammate, they can quickly become easy to pick off as they begin to lose strength and agility.
- Heavy - Heavy characters will dive into a battle and quickly take charge. They direct the flow of the battle with their powerful attacks, and are the ones to drive enemies into a Super Heavy’s trap. Their skills compliment everyone in the team, and they use tactics and strength in a graceful marriage. Often, they are the field leader of the team, guiding the others and directing them to victory with their masterful eye for flow of combat. This class is incredibly difficult to stagger, but if an enemy, (or many enemies), succeed, the Heavy will remain staggered for the longest of any class, a full four seconds. Despite their incredible resistance to damage, they can easily become overwhelmed if they get too big for their britches and tackle a challenge better suited for a Super Heavy. Often they fight with or near a light classed teammate for this very reason, so they have someone watching their back and able to get them out of any sticky situation.
- Super Heavy - This character is a virtually unstoppable force. They can tank hits without faltering, grin and bear even the worst wounds, and use brute strength to defeat their foes. Super heavy characters do not stagger, and maintain their pace until their death. The Super Heavy class doesn’t have the speed and agility of the lighter classes, but they make up for it by being the spearhead of an attacking force, forging the path for their comrades to follow behind. The fatal flaw of a Super Heavy is when they get isolated from their team and surrounded. With lower agility and almost no dodge capability, they can simply be hammered upon until their deaths. Super Heavies work best when controlled by bold players who love taking risks for the thrill of a payoff. The Super Heavy will be right in the thick of any battle, mowing down the number of foes so the other classes can make headway. They control the population of the battlefield, tirelessly keeping enemy levels reasonable until the wave is over. Working together with the Heavy class, they’ll lay in wait for enemies to be driven right into their eager arms. They are the mass-destruction of the team, and are invaluable to bring along.
aaaannndd lastly, Team Modes:
Various different team configurations based on class will result in different experiences as you play the missions. It’s highly recommended that a beginner set of players follow the classic model, with at least one character of each class on the team. The classes are created to work well when there’s a balanced team, and if you create an imbalance consisting of, say, two Super Heavies, a Super Light, and a Heavy, you’ll be facing a much more difficult experience, even on I’m a Widdle Baby. As the players become more experienced, experimentation can begin to happen. Below are some of the common team modes, to give you an idea what you’d be facing with any one group.
**One Big Family Mode:** One Super Light, one Light, one Heavy, and one Super Heavy in a four player game. The classic model. The classes will work smoothly in a team, skill sets working together easily and allowing players to assist each other as they tackle the learning curve of the battles. Each difficulty level up will bring the team a new challenge, but with their gears turning smoothly, they will overcome together. Combat and progress will be evenly balanced for the most part, depending on the style the team adapts. This mode is prime for exploration, and you’ll have plenty of time to explore the levels as you experience the Hell tour. This mode includes the most story.
**Tread Lightly Mode:** Here we have a team consisting of all or mostly light classes. This will create a fast-paced, intense experience where standing still means certain death. Without the heavy classes to mow down the number of foes, the lights will have to rely on strict resource management, lighting attacks, and working as one perfected unit to survive. This team will need to learn when to live to fight another day, and leave areas with incomplete combat challenges, (AKA, leaving demons alive), in order to progress quickly through the level, achieve the goal, and head back out. Exploration and secret finding is highly discouraged, since more demons are on the way. This is a great mode for those who want to challenge themselves on missions they've already played because... Combat will be further apart and fewer, but progress will zip by.
**Heavy Combat Mode:** You might be able to guess what this one is based on the previous entry. Here, you have all or mostly heavy classes. Any lights on the team better get ready to keep up, because this mode is all about one thing: Ripping and tearing through your enemy until they’ve been obliterated. Go as far as you can, and if you die, sucks for you, start over. Fair warning, you will be dying a lot, because without the lights to swoop in and save your butt when you get overwhelmed by the sheer amount of demons beating on your helmet, you’ll just have to store as many medpacks as you can and try to weather the storm. Heavies will travel together in tight packs, making up for their lack of mobility by sheer numbers, each watching another’s back. Tight budgeting of resources and a knowledgeable player who is willing to gamble on exactly how many hit points they can lose before having to heal will be pivotal skills here. Not for the faint of heart, Heavy Combat Mode might be a bit slower paced progress wise, but the battles never end.
**Not Your Ordinary Family Mode:** Here, classes are varied, much like One Big Family Mode. However, the inter-team structure is more customized, with players picking and choosing exactly how their team looks based on their strengths and weaknesses. This is a great mode for intermediate players looking to spice things up a bit and play around with new roles and combat styles. Experienced players will have fun here creating new battle models, and experimenting with new ways to conquer old challenges. This mode allows for a slower-paced, relaxed experience, like the classic model, but with a new and interesting methodology, where you’ll have to go off the beaten path and forge your own game style. Even beginners can have fun in this mode once they’ve grown accustomed to the inner machinations of the game. Every player can choose the class that best suits their own personal play-style, creating an unstructured mish-mash of skills and characters that may end up working better than the classic model itself.
**Opposites Attract Mode:** In this type of team, only the Supers are allowed. A team of lightning quick Super Lights working with a team of indestructible Super Heavies. This mode is for the adventurous who love making contrasting skill sets work together. This mode isn’t a bad one to try out if you’re in the mood for something extra dynamic. The duo of Supers create a massively destructive team, and can sweep the field clean in record time with their combos of speed and strength. The catch is that in order to succeed, the two Supers need to be watching each other's backs constantly, or they’ll quickly get separated, and without the middle-of-the road Lights and Heavies to dig them out, death is a quick inevitability. If you want a kickbutt experience that’s as fast-paced as it is combat laden, this is the way to go. Adding exploration is another way to spice up this challenge, since the Supers will have to multitask by both looking out for each other and searching the environment for goodies.
**Middle Child Mode:** The opposite of the Supers only exclusive club, here the Lights and Heavies team up without their Super brethren. This team walks the middle road, dabbling in all areas of expertise as they forge a path through the armies of Hell. Without the Supers to offer their extreme speed or strength, the Lights and Heavies will have to adopt a methodical, carefully planned method of attack. Thorough knowledge of the map will be an aid to these teams, allowing them to plan the perfect attack when the waves start. With patience and caution, the plates will make steady progress. This mode is great for a group of new friends who want to learn to work effectively together, since it requires deliberate teamwork, forcing you to work together much more closely than the other modes. Planning, communication, and knowing exactly when, where, what, who, and how are all the keys to turn the lock that is Middle Child Mode. Soon enough, you’ll find yourselves working this fluidly in real life too!