What is the difference between choosing a campaign character level in D&D, and choosing a power level in, say, Mutants and Masterminds?D&D would not be my choice in such a game. D&D is about zero to hero.
To my mind, very little difference, but I agree with you that the "no-leveling" campaign idea has a lot of merit. Probably need to hear from someone opposed to the idea.What is the difference between choosing a campaign character level in D&D, and choosing a power level in, say, Mutants and Masterminds?
Hey! Look over there!Put me at level 5 and I don't need to level.
Like you said, and like I would of thought, my character would develop through story growth. So for example if I acquired a kingdom and became a king, I would gain considerable power there.
Eh... I don't think I agree. It might be fair to say "D&D has become about zero to hero," but that wasn't always the case and is not baked into it.D&D would not be my choice in such a game. D&D is about zero to hero.
So, in short, would you play long form D&D without gaining levels?
I am curious why you (and some other folks) think this. If you you work with a static power level in other games, why not D&D? Is it specifically that the games you mentioned are somewhat more narrative focused and such a campaign would require a narrative focus? If not, what then?Meh? I wouldn't be excited by it.
There are systems that are *so much better* for that sort of thing. Gumshoe, Cortex+, and FATE games are generally miles ahead of D&D for doing longer runs without notable character advancement. D&D's the wrong tool for the job, IMHO.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.