>>11381917
The slave class in my opinion shouldn't be a class per se, but rather a modifier for any other class (not a subclass, because subclasses are usually chosen later in the game, but the slave choice is at PC creation), i.e. a priest-slave, rogue-slave, etc. Maybe it'll give a certain skill tree to the picked class, but I'm not sure if it's possible to design a complete separate class that's completely built around servitude. It'll probably look like an overpowered healer of some kind, and so in realities of MMORPG the slave class then will be used by metaslaves (pun not intended) or as alt-accounts with masters being the main accounts. So the slave thing should be either a rather underpowered class, more like a roleplaying thing, or a modifier with little to no changes to the normal progression of a class. Also, «strong-willed» classes such as warriors and paladins and whatnot obviously should be locked from being slaves.
This slave modifier is a curse of somewhat, i.e. you can't simply let a slave free, no, it's a permanent status. I'm pretty sure the mechanic is gonna be abused somehow if there will be a way to set slaves free. Throw a permanent stat debuff on top of that as well that gets stronger the further the slave is from its master.
A slave starts its game either in a regular starter area, where it'll be able to pick its master on its own (for players that are in cooperation with someone or just want to progress at a same pace with an another new player), or in a capital town of some sort at a slave market inside of a cage, with players making bids and where it'll be unable to refuse its buyer. While other classes start with some starting equipment of sorts, something like a rusty sword and some leather armour and some basic skills or whatever, the slave only has rags with zero protection, a complete lack of skills and maybe a stick or some other junk weapon that deals 0 to 1 damage on hit. It is also unable to equip any other items.
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