Yes, I could try to rephrase that. What I mean is that the playable classes one decides to include in a game (e.g. Paladin, Mage, Cleric, etc.), together with their abilities and the and skill-leaning system, greatly influence the whole project's lore, rythm, "feel", and narrative (story/plot) of the game, at least if one wants to have certain narrative coherence. Finally, what one decides to include and what to exclude will turn on what one thinks would or should interest the players at whom one is aiming. So taking away a character, including a class, changing the skill-learning system, not only will affect the story-line, but the general game experience and so much more. Hmm... I wouldn't know how to put it better. For instance, let's say you have your game with werewolves and vampires, but suddenly an alien invader appears out of the blue as a recruitable class... IMO that would make no sense whatsoever (unless it was given a reason to be there). If you want to mantain certain narrative consistency everything must have at least some sort of plausible reason, and if one introduces any element in a game one would have to build a whole story behind that new element that has been introduced (f.e. the alien invader), like some motivation or justification for that particular element being there, accordingly to the story's needs. In short, "everything must match", as they say, at least in my projects. I'm with @Anthony Xue in that respect : I believe being cliché isn't necessarily bad. Reality is counter-intuitive and there's a market for everything. One must do what one truly loves, though not "to get people's attention", but because one truly loves a project, or because one truly needs to tell that story. Turning your back on "popularity" and doing things out of inspiration, vocation, intuition and love instead, may produce amazing results. Meaning, if you love werewolves and vampires, and you have a story you love and need to tell about that, then just go for it, popular or impopular as it might be.