My players struggled with the no-levels/no-classes approach of gameplay. With LOOT as progression, classes don’t really define your character, or more accurately, restrict them.
Have a few examples on hand of games that show character progression but don’t rely on levels/classes to define roles. Also, have a few LOOT-based progression games on hand to show how much fun they can be. The main point of this is to show players how successful games like this can be, and how much of a crutch leveling up can be for designers. Here are a couple examples:
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Link from Legend of Zelda, Snake from Metal Gear, Master Chief from Halo: name-brand characters that don’t require levels to feel great progression. In Zelda LOOT empowers player options and expands their verb set. In Metal Gear the environment tests players to remain undetected, while an ever burgeoning arsenal gives more tactical options in those environments. In Halo understanding weapon strengths and enemy strengths/weaknesses shows a player’s mastery. Each of these examples gives great lessons for ICRPG GMs of how to build engaging games too!
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Dark Souls: character “builds” focus around a few core stats to reflect big changes in play according to LOOT. Make cool LOOT, make builds that make better use of the LOOT. Also, changes from one play style feels concretely different from another. I try to make those styles of play feel as different as I can to make a build feel tangible to players.
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Dead Cells and other Roguelikes/Rogue-lites: The Character is a constant and players make use of LOOT they acquire to make it further into the games. Players have a limited verb set that is expanded by LOOT they acquire to make them stand out on each run. Those games are fast, furious, and are all about experimenting to find the sweet spot of each player’s preference.
I hope that helps get your imagination going and gives a way to communicate the new way to play to your players. Best of luck!