S
Sunseeker
Guest
Interesting points [MENTION=93444]shidaku[/MENTION]. I will happily admit that there is something stale about Conan and other characters that have eternal adventures but never seem to change, such as Sherlock Holmes and most superheroes. Could you say a bit more about how you bring out the higher tiers of the hierarchy of needs in play?
They typically come about naturally.
Player start at tier 1. They need food, hence why they're in the job line, 'cause money=food.
Low levels (1-8/10) usually take place entirely within Tier 1. To do this I mostly moderate the flow of gold to keep them around this state. Certain players will move out of it before others based on their particular character needs. But by the end of this, the players should generally have enough money to establish a small base (base), usually as a forward base for whatever nation they are most closely aligned with.
By establishing a base they have achieved tier 2, even if simply. For the next few levels the adventure mostly comes to them. They've started to move into tier 3 with belonging to a certain kingdom (or attempting to start their own), but because they are initially a small outfit they are seen as easy targets. Enemies they have made while "adventuring for cash" now come to reclaim what they have lost.
--It is at this stage where players are most likely to drop back down in tiers. A good attack by an enemy faction can easily achieve this.
The longer their base is established the more they cultivate local connections, people migrate to what they see as a point of saftey and security and as the party connects with their people, they expand more fully into Tier 3.
This portion of the game is not really governed by levels, but is typically 10+
By level 15 though the players individual power is almost forcing them to move into Tier 4. They're individually above the average soldier, the average wizard. But once again, the things they seek can no longer be found here. They have a degree of "Esteem" both confidence in their abilities and the respect and admiration of their followers (if they're doing it right, again, few people ever reach this level IRL, even in my games this is no exception). However, their abilities are not so far beyond others with skill that they are out of range. But generating esteem is not something that can really be measured in game rules. Some characters achieve it, some don't.
To move on to the next tier, if they get that far, they'll need to, to an extent, return to their adventuring roots. The things they seek can once again, no longer be found here. They have wealth, food, security, belonging, esteem, but to "self actualize" they usually have to travel off and discover the "great mysteries of the universe".
These are not things I really structure beyond Tier 3 and really only come about if players express the desire for them. They're very organic elements that require some individual degree of work with players, not something you can really "build an adventure for" way in advance.
I don't expect my players to achieve Tier 5. I expect half of them will be happy with Tier 3. A few of them may want to reach Tier 4 but it's usually obvious who at this point wants to be a simple farmer with a family (Tier 3) and who wants to be a great scholar or a king of men (Tier 4). It's those oddball players who have a goal like "transcendence" as one of their starting goals that make it to Tier 5, or at least desire to. Doesn't mean they'll make it.