Sword of Spirit
Legend
Thanks for the thoughts! I'm pretty close to having it all worked out.
Since there are some things that keep coming up, I'll address them (and try to keep it brief...but that never works).
As far as starting at higher level, it won't work because of the types of adventures I want character to experience. 5e characters are objectively more powerful than AD&D or 3e characters of their level (if you had them face off against each other, for example), and they are subjectively more powerful (facing off against the world) at most levels also. Just take a look at the CRs in the MM. Creatures that used to be mid to high level challenges have become CR 4s. Because of bounded accuracy and the power of out-numbering, solo monsters are usually gonners unless they are much higher CR than the party. This means that I can't present adventures based around a single werewolf (or hag, or ghost, etc) hiding amongst the populace of the town, and have a final battle against that foe actually be a challenge unless I do one of three things: a) give them minions, b) artificially inflate their stats beyond the MM, c) have the party be low-level. Option a) provides a different experience them I'm going for, so it's off the table. Option b) isn't something I want to have to do. It's likewise not appropriate. That leaves option c) using characters that are at the levels where those adventures actually work as intended, which means starting with 1st level characters to get the maximum value out of those adventures.
There is also the fact that I want them to feel like adventurers who are just slightly better than the town guard or the acolyte at the temple. They are wet-behind-the-ear newbies for conceptual reasons.
Grittiness. I'm not talking about grittiness in the sense of consequences are permanent and you might lose your character. I'm talking about grittiness in the sense that you heal slowly, you might lose an eye (and have it missing for 10 levels until you can find someone who can fix it), monsters don't fight fair, and if you want to be the hero you have to become so by your success, not because the rules coddle you.* Almost anything that happens to your character can be fixed in D&D--but the type of grittiness I'm using is just that you can't fix it effortlessly, or expect that you won't face challenges you can't overcome. I'm not talking dark, grim, and gritty. I'm talking that I'm playing that goblin band as sentient creatures who want to stay alive, and if one of them puts your eye out with a spear, you might not get it back for a long time.
The limited charge safety net problem. Years ago it was brought to my attention that there is a theoretical problem with any RPG allowing a limited number of resources that can prevent character death, to try to make sure the plot gets to come to its completion and nobody's character has to die. The problem being that you might run out of those resources, so they didn't really accomplish what they were intended to do. It is literally an ineffective solution.
After much work, I have derived a solution for a story-oriented RPG I'm making (not D&D). In this system, a group agrees on the nature of the story before it begins (such as deciding that it will be a story where the heroes win and defeat the villain, or it will be a horror story where everyone probably dies, etc.) Characters are given destiny points that they can spend to make sure things go how they want (including not dying when something would have killed them). The number they are given is dependent on how heroic the story is intended to be, and can even be 0. So now I have exactly the problem I was just talking about. The solution I came up to was that characters who have run out of destiny can continue to spend it (theoretically indefinitely)...but each time they do so they gain a point of dark fate. The GM uses these points to cause undesirable consequences to happen to the character (plot complications), which should be something they will try to avoid, but should still be an enjoyable experience for the players (pop culture reference below). If the end of the story is reached and there are more points of dark fate than the GM has been able to discharge, he has to either discharge them in the story climax, or include them in the epilogue. The GM gets to be creative, because the dark fate is meaningful, but cannot contradict the goal of the story. So, for instance, a character with too much dark fate might defeat the villain, but die heroically doing so. Or with a little dark fate, maybe they have a triumphant victory, but in the epilogue the GM describes how they suffered financial or legal issues in the aftermath (preferably making it funny or ironic). Think of what happened in the story between the ending of Ghostbusters and the start of Ghostbusters 2, for example. Perfect example of dark fate getting discharged in the epilogue (though they didn't tell you what happened until the sequel.)
The point is that there are unavoidable and meaningful consequences but those consequences are constrained by story theme. Now the pop-culture example of a more extreme version of this phenomenon that could be also be handled in the system I created: Star Wars. Anakin is the hero. He is supposed to defeat the bad guys and bring balance to the force. Unfortunately, he used up all of his destiny points and racked up a crazy amount of dark fate showing off his moves. At the end of the story, instead of defeating the big bad, he became the big bad. To fix that and make sure the original goal is achieved, a new storyline has to be introduced involving his descendants to finally create the opportunity for him to finish his failed hero's journey. And of course, he still dies at the end. Real consequences, but not Game Over.
Sorry for that extensive non-D&D aside, but the point is that (in addition to me loving my system), I understand the fundamental paradox, and I know how it can be addressed.
So what I'm doing with this D&D campaign is attempting to come up with a way of addressing the problem within the bounds of a more simulationist D&D system. While the hope is that the PCs become great forces for good and such, that isn't a required goal. The only real goals are that the players get to continue to play these characters for as long as they like in this extremely broad campaign, and get a chance to interact with the major events going on. Now, this is normally not very difficult in D&D, because you already have the ability to indefinitely avoid death at the cost of racking up dark fate points, in the form of raise dead and other spells, and expensive components (which means the PCs are giving up the opportunity to buy other things) or quests to acquire NPC aid. So, boom, goal accomplished by default.
However, in order to make that happen at low-levels, I would have to make some changes to the campaign that would be outside of theme, which is rather undesirable.
But--the nature of mysterious things going on in the multiverse (the nature of which I don't want to type up, because it would spoil the campaign if one of my players wandered on here and read it) means that I can use magical means to account for some of that--to allow characters to remain in the game even if there is no way to afford to resurrect them yet. These things include their own "dark fate" with them, and are theoretically unlimited. There is nothing stopping me from having these things happen from the get-go. Someone could die in the first session and I have a way to make sure it isn't Game Over for that character.
But...the price of these things happening at that low level involves an undesireable change in the way the campaign would otherwise play out. "And now for something completely different!" The only way to truly eliminate that possibility would be to think of another solution (with an unlimited number of uses) that might apply at lower levels and do something similar with meaningful, but less drastic consequences. But, I can reduce the chance of such happen by coming up with some limited resources, that don't incur dark fate by their usage (like destiny points).
So what I'm primarily interested in is suggestions for solutions that might be unlimited at low-levels, but would have meaningful consequences, and suggestions that would provide a limited, consequence-free safety net that can be used as a buffer before even that situation needs to be implemented.
The point isn't to make the players feel afraid of losing their PCs, but to let them see what the world is like when you are weak, including how dangerous it can be. I want them to play carefully and in-character be afraid of monsters.
Hopefully that's cleared up the apparent paradox. Thanks for the suggestions so far. It's been very useful.
Since there are some things that keep coming up, I'll address them (and try to keep it brief...but that never works).
As far as starting at higher level, it won't work because of the types of adventures I want character to experience. 5e characters are objectively more powerful than AD&D or 3e characters of their level (if you had them face off against each other, for example), and they are subjectively more powerful (facing off against the world) at most levels also. Just take a look at the CRs in the MM. Creatures that used to be mid to high level challenges have become CR 4s. Because of bounded accuracy and the power of out-numbering, solo monsters are usually gonners unless they are much higher CR than the party. This means that I can't present adventures based around a single werewolf (or hag, or ghost, etc) hiding amongst the populace of the town, and have a final battle against that foe actually be a challenge unless I do one of three things: a) give them minions, b) artificially inflate their stats beyond the MM, c) have the party be low-level. Option a) provides a different experience them I'm going for, so it's off the table. Option b) isn't something I want to have to do. It's likewise not appropriate. That leaves option c) using characters that are at the levels where those adventures actually work as intended, which means starting with 1st level characters to get the maximum value out of those adventures.
There is also the fact that I want them to feel like adventurers who are just slightly better than the town guard or the acolyte at the temple. They are wet-behind-the-ear newbies for conceptual reasons.
Grittiness. I'm not talking about grittiness in the sense of consequences are permanent and you might lose your character. I'm talking about grittiness in the sense that you heal slowly, you might lose an eye (and have it missing for 10 levels until you can find someone who can fix it), monsters don't fight fair, and if you want to be the hero you have to become so by your success, not because the rules coddle you.* Almost anything that happens to your character can be fixed in D&D--but the type of grittiness I'm using is just that you can't fix it effortlessly, or expect that you won't face challenges you can't overcome. I'm not talking dark, grim, and gritty. I'm talking that I'm playing that goblin band as sentient creatures who want to stay alive, and if one of them puts your eye out with a spear, you might not get it back for a long time.
The limited charge safety net problem. Years ago it was brought to my attention that there is a theoretical problem with any RPG allowing a limited number of resources that can prevent character death, to try to make sure the plot gets to come to its completion and nobody's character has to die. The problem being that you might run out of those resources, so they didn't really accomplish what they were intended to do. It is literally an ineffective solution.
After much work, I have derived a solution for a story-oriented RPG I'm making (not D&D). In this system, a group agrees on the nature of the story before it begins (such as deciding that it will be a story where the heroes win and defeat the villain, or it will be a horror story where everyone probably dies, etc.) Characters are given destiny points that they can spend to make sure things go how they want (including not dying when something would have killed them). The number they are given is dependent on how heroic the story is intended to be, and can even be 0. So now I have exactly the problem I was just talking about. The solution I came up to was that characters who have run out of destiny can continue to spend it (theoretically indefinitely)...but each time they do so they gain a point of dark fate. The GM uses these points to cause undesirable consequences to happen to the character (plot complications), which should be something they will try to avoid, but should still be an enjoyable experience for the players (pop culture reference below). If the end of the story is reached and there are more points of dark fate than the GM has been able to discharge, he has to either discharge them in the story climax, or include them in the epilogue. The GM gets to be creative, because the dark fate is meaningful, but cannot contradict the goal of the story. So, for instance, a character with too much dark fate might defeat the villain, but die heroically doing so. Or with a little dark fate, maybe they have a triumphant victory, but in the epilogue the GM describes how they suffered financial or legal issues in the aftermath (preferably making it funny or ironic). Think of what happened in the story between the ending of Ghostbusters and the start of Ghostbusters 2, for example. Perfect example of dark fate getting discharged in the epilogue (though they didn't tell you what happened until the sequel.)
The point is that there are unavoidable and meaningful consequences but those consequences are constrained by story theme. Now the pop-culture example of a more extreme version of this phenomenon that could be also be handled in the system I created: Star Wars. Anakin is the hero. He is supposed to defeat the bad guys and bring balance to the force. Unfortunately, he used up all of his destiny points and racked up a crazy amount of dark fate showing off his moves. At the end of the story, instead of defeating the big bad, he became the big bad. To fix that and make sure the original goal is achieved, a new storyline has to be introduced involving his descendants to finally create the opportunity for him to finish his failed hero's journey. And of course, he still dies at the end. Real consequences, but not Game Over.
Sorry for that extensive non-D&D aside, but the point is that (in addition to me loving my system), I understand the fundamental paradox, and I know how it can be addressed.
So what I'm doing with this D&D campaign is attempting to come up with a way of addressing the problem within the bounds of a more simulationist D&D system. While the hope is that the PCs become great forces for good and such, that isn't a required goal. The only real goals are that the players get to continue to play these characters for as long as they like in this extremely broad campaign, and get a chance to interact with the major events going on. Now, this is normally not very difficult in D&D, because you already have the ability to indefinitely avoid death at the cost of racking up dark fate points, in the form of raise dead and other spells, and expensive components (which means the PCs are giving up the opportunity to buy other things) or quests to acquire NPC aid. So, boom, goal accomplished by default.
However, in order to make that happen at low-levels, I would have to make some changes to the campaign that would be outside of theme, which is rather undesirable.
But--the nature of mysterious things going on in the multiverse (the nature of which I don't want to type up, because it would spoil the campaign if one of my players wandered on here and read it) means that I can use magical means to account for some of that--to allow characters to remain in the game even if there is no way to afford to resurrect them yet. These things include their own "dark fate" with them, and are theoretically unlimited. There is nothing stopping me from having these things happen from the get-go. Someone could die in the first session and I have a way to make sure it isn't Game Over for that character.
But...the price of these things happening at that low level involves an undesireable change in the way the campaign would otherwise play out. "And now for something completely different!" The only way to truly eliminate that possibility would be to think of another solution (with an unlimited number of uses) that might apply at lower levels and do something similar with meaningful, but less drastic consequences. But, I can reduce the chance of such happen by coming up with some limited resources, that don't incur dark fate by their usage (like destiny points).
So what I'm primarily interested in is suggestions for solutions that might be unlimited at low-levels, but would have meaningful consequences, and suggestions that would provide a limited, consequence-free safety net that can be used as a buffer before even that situation needs to be implemented.
The point isn't to make the players feel afraid of losing their PCs, but to let them see what the world is like when you are weak, including how dangerous it can be. I want them to play carefully and in-character be afraid of monsters.
Hopefully that's cleared up the apparent paradox. Thanks for the suggestions so far. It's been very useful.