Crazy Jerome
First Post
There is complexity from "involved and details procedures." I think this complexity should be relatively constant over all the power levels of a given game--as long as your doing roughly the same kind of things. That last part is a big caveat.
There is also complexity from "more options and choices." I think ideally this complexity should be available relatively early, but not imposed. That is, you can delve into this stuff as you are ready. However, for thematic and sensibility reasons, there is naturally going to be a growth of such options and choices as power increases.
So say that you have a subsystem for running a political domain. It may even pertain at the early levels, though of course if you've got a bunch of new players, they may prefer to ignore it. A bunch of experienced players starting a new campaign at 1st level may be happy to run a domain. It's just likely that the domain will be relatively small and uncomplicated compared to what they might get at 10th level.
Either way, the procedures they are following for killing monsters and taking their stuff should be roughly the same complexity at 1st and 10th. The sheer options for more magic items, more spells, more abilities is already racheting up the complexity naturally. Don't compound that by making the game itself more complex.
There is also complexity from "more options and choices." I think ideally this complexity should be available relatively early, but not imposed. That is, you can delve into this stuff as you are ready. However, for thematic and sensibility reasons, there is naturally going to be a growth of such options and choices as power increases.
So say that you have a subsystem for running a political domain. It may even pertain at the early levels, though of course if you've got a bunch of new players, they may prefer to ignore it. A bunch of experienced players starting a new campaign at 1st level may be happy to run a domain. It's just likely that the domain will be relatively small and uncomplicated compared to what they might get at 10th level.
Either way, the procedures they are following for killing monsters and taking their stuff should be roughly the same complexity at 1st and 10th. The sheer options for more magic items, more spells, more abilities is already racheting up the complexity naturally. Don't compound that by making the game itself more complex.