I'd like to see the levels of play broken up by character level.
But I would also like to see 'basic' meaning basic.
Like....take out powers, some people like them but I was trying to get a friend into 4e (for the little time I played) who looked at the fighter (which he understood was the simplest) and was terrified.
If you take out the power (at least at lower levels) the 'basic' set could be just the 4 'core' classes.
Fighter
Cleric
Wizard
Rogue
working with them, have maybe....1st to 5th level. Maybe even have '1st level' an 'unmarked class' type of level, similar to 0-level concepts. I would enjoy that, I know a lot of people that would as well (Dungeon Crawl Classics RPG playtesters out there?)
No skills.
No powers.
Just your basic abilities, the few special abilities (turn undead, sneak attack, wizard spells)
Then in the 2nd part, levels 6-10, add skills, feats, things to make your character. Add a few 'paths' such as...for the fighter, going Paladin or Barbarian, cleric having the druid option, things like that.
3rd part, levels 11-15, add things like powers. So it seems like adding them in half way through would make you mad?
The powers (In my view) were somewhat horribly unrealistic for the lower levels. If you have them come into play at 11th level, you can justify the dopeness they can be. Again, IMO
4th part, 16-20 would introduce 'world shaping material' such as cohorts and followers (leadership hint hint) and building a castle. Things where the characters have reached the point where they can really really shape the world.
5th part, 21-25 would involve things like planar travel and demigods. I feel like lower levels should encourage the fighting of outsiders and the use of the other planes, but at 21st level, no material plane dungeon should be able to stop you. All the while, I feel that the adventure should end at level 20...but technically it could end at level 5 if you wanted, so why not keep going?
the 6th and final part would be levels 26-30, this would include ascension to godhood, planar creation, the things that should be reserved for the truly elite.
I also think if you allow the complexity creep in how they are marketed, you will grab many new players.
I got a friend hooked on table top games, his character started as a chicken farmer, he told his girl friend that he saved the party by sending his chicken down the hall, not 2 hours later she was yelling at me for turning him into a nerd. They're still together and happy, in fact she is playing as well.
I used Basic Fantasy for that....
but I do believe in adding complexity.
so if we're using the 6 piece tier concept.
1. Basic
2. Expert
3. Heroic
4. Royal
5. Ascension
6. Immortal
and with that, I think the product should contain 2 modules, one to begin, one to end.
The basic starter would be simple and fun, the ending would leave in a cliffhanger. The expert starter would add in the new things and explain them during play, the ending would explain the character's heroism. The heroic set would start with an adventure to make the players feel truly heroic, beyond the others. It would end with a sort of 'being crowned' like you saved the kingdom (why not save the kingdom?).
The royal set would start with an adventure that would trouble a king, something to get the players into their roles of power, it would end with some divine gift and path or forgotten lore that could...could it..?..grant immortality. The ascension line would be a sort of 'buying time' sort of feel...like you'd see a much larger journey ahead of you.
The immortal set would begin with the character's goal in view and end, once and for all.
Then whoever does this could publish a book "Changing the story" and use it to help people changes the modules they have so the players could make new characters and start again.
I think it would work, but I'm sure someone else on this forum has proof to state otherwise.