Raven Crowking
First Post
But there seems to be a lot going against it - the flatter power curve springs to mind. The problem I see is a character with no experience whatsoever could thereotically adventure with a group of seasoned characters and there'd be little to differentiate them. Or, to put the same problem in a different light, it'd mean that the flatter power curve also applies to the various zones in game - there is less to differentiate my ECL 1 zone from my ECL 3 zone. Or am I reading too much into this?
This is actually such a serious advantage that I am amazed you are listing it as a "con" (rather than "pro").
In a West Marches type game, you want the PCs to be able to swap out into various adventuring parties. A flatter power curve makes this work better.
In a West Marches type game, you want your design work to remain viable for longer. A flatter power curve makes this work better, too.
In a not-so-distant RCFG game, the party went through two dungeon levels (20+ encounter areas each) with only one fatality, and they referred to it as a "meat grinder". Players always find a way to over-extend themselves. You shouldn't worry that your ECL 3+ areas aren't more challenging than your ECL 1 areas. The players will still see the difference, I assure you!
RC