Plane Sailing
Astral Admin - Mwahahaha!
Markn said:For the first part, I really feel that the original dungeons and dragons (with the basic, expert, companion, master and immortal boxed sets) had one of the best campaign designs ever created. Levels 1 - 3 were dungeon crawls, levels 4 - 13 ( I can't remember the exact level breakup so don't quote me on this part) were more dungeons/outdoor adventure, levels 14 - 20 were about attaining land and making a difference in the world, levels 21 - 28 were about making a bigger difference in the world and levels 29 - 36 were about becomming imortal (among other things). The elegance of this system was that a DM had a starting and stopping point for each phase of the campaign. Challenges seen on lower level were vastly different from higher levels. It kept the whole campaign fresh during each stage and it tested PC's in ever aspect of their character. It wasn't just focused on combat, it wasn't just focused on roleplaying, it wasn't just focused on the players being at the bottome of the power level, etc. In and of itself, it allowed the DM to change the campaign play and challenges he threw at them. During each "campaign phase" the PCs were at the bottom of the power level and rise to the top of that power level. For example, in levels 14 -20 they would buy a piece of land, build it up, deal with other owners more powerful than them and then eventually reach equal power with those other land owners. Then in the next "campaign phase" they would have to work with those same land owners to deal with threats on a country scale and deal with other political issues as well until they mastered that aspect.
I'm not sure whether you dismissed this post (and my earlier comments along the same line) as being 'simulationist' and thus not meeting your 'gamist' priorities, but I think that is misunderstanding the point.
The point here is that the 3e rules don't really contain gamist support for elements of a campaign beyond killing things and taking their stuff.
IMO the best way of extending the sweet spot is slowed advancement and introducing gamist support for other elements of a campaign - supporting the kind of things which Markn talks about from the basic/expert/etc D&D set.
Many of the people on ENworld who played 1e (as young adults and upwards) found lots of gamist fun in continuing adventures where levelling up wasn't providing the gamist buzz... so other things were.
You would probably draw some useful and interesting information from a thread asking people what made their 1e/2e games most fun, specifically which gamist elements most supported their inner gamist desires for 'cool new things' as time went by.
Regards,