Good point. I think an RPG probably works better with experienced characters that haven't necessarily worked closely together before. A group of people assigned to a new unit, or gathered by an NPC that's part of their common background, or something like that.One reason to start small, for a campaign, is that the players need to learn about each other's PCs. You can easily say, "we're a seasoned group of death-defying adventurers," but when you put them up against the Statue-Maker (petromancer) and her Five Minions, will they act like a seasoned group of adventurers with years of teamwork experience? I bet they'll each focus on their solo abilities, and not remember all those encounters from which they ran away (which allowed them to become seasoned adventurers).
Default human starting age in AD&D 2e was 15+1d4. I think 3e kept the 15 but changed the d4 to d4, d6, or d8 depending on how much training they considered your class to need. I don't recall what 4e did, and 5e has thankfully done away with random starting ages. But there's definitely an expectation that a 1st level character is a teenager, or at least fairly young, without all that much experience.I would not say the D&D rules make the adventuring group "kids".
I'd say maybe before 3e. Post-AD&D editions have all had pretty rapid advancement. 3e had 13 1/3 on-level encounters per level, with 4 encounters per adventuring day as core assumptions in adventuring design, so 3-4 days of actual adventuring per level. Of course, that doesn't count travel time, time to make magic items, and things like that, but a level per month is entirely reasonable in 3e. For actual adventurers, that is.That is more a metagame social thing: most kids that play D&D want to be kid characters. Before 5E the expatiation was something like three years per level in a generic sense. The bulk of the guards are in their 20's and 2nd level, the captain is above 30 and 3rd level and the 40 ish guard commander is 5th level. And like 10th level is a living legend.
I don't think the crew of Deep Space 9 are the equivalent of 15th level. They are competent professionals, not legends (well, except Sisko who becomes Space Jesus eventually, but that's a secondary progression track to his actual competence). Same with SG-1. Or the Rocinante crew.It's a bit wrong to compare to Movies and TV shows. Those characters are like 15th or even Epic level and they are in a 1st level world. That is how movies and TV shows make fake fictional drama.
But do they want power growth, or just the power? And does it need to start at the bottom? Do we really want to play weekly for two years to get to 20th level?I think these folks, and you, both miss the actual point. D&D starts with relatively inexperienced characters because character power growth is a thing that some/many people like to engage in. And the lower you start on the power curve, the longer the game can go with growth of power.
Sometimes in D&D and PF2, I feel that I don't really get to explore the stuff I can do at one level before it's time to level up again. But at the same time, I don't want to be a low-level nobody for ever.
My preference is somewhere between D&D and Fate. I want to start out competent, and have some room for growth.If you want a game in which folks start competent, and don't grow much in power over time, may I direct you to Fate? Other rulesets (like Gumshoe, Cortex, and others) also have similar characteristics.
That's why I specifically mentioned the All-New, All-Different X-Men – the team that started out with Storm, Colossus, Nightcrawler, Cyclops, Wolverine, Banshee, Sunfire (well, sort of), and Thunderbird. Unlike the First Class, these were adults when they joined, not teens (I think Colossus was supposed to be 19 or so, and significantly younger than the rest). This was even called out in one of their earlier issues, when Xavier was trying to punish Wolverine for improper behavior by issuing "demerits", and Cyclops had to take him aside and explain that these were adults, not children, and had to be treated that way. Some of the team were more experienced than others, but Banshee was an Interpol agent, Wolverine was an agent for Department H (who did not appreciate him leaving), and Storm had been both a master thief in Cairo and a "goddess" in Kenya.Yeap, and to go back to the X-men example, they didn't start that way. Not in the comics, and even the movies like First Class show how they built up to it. Proving that compelling stories are possible even at the initiate stage.
Because I don't want to play out a 5- or 7-level prologue with each player before having them join up. Plus, doing so would lock down the backstory and make it actual story, which means it's harder to have "some guy you knew during the war" show up and do something plot-related.You certainly can start at 3rd level or 5th level or 7th level (some of the more popular advanced starts I've seen) but the problem is always, "If the characters had interesting adventures in the past, why did we play that out?"
I think it's cool when Hawkeye and Black Widow banter about Budapest. I don't need to know what actually happened.