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*Dungeons & Dragons
Adventurers in Faerun-The Book of Low and Mid Level Adventures?
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<blockquote data-quote="Sword of Spirit" data-source="post: 9791734" data-attributes="member: 6677017"><p>Yep, and their statements were off. My brief examples were more accurate to the actual nature of how play works at those levels. The need to be accurate was part of the point I was making.</p><p></p><p></p><p></p><p>So what I'm hearing you say is that D&D levels are mostly meaningless to your adventure concepts? From that perspective, yeah none of this is going to matter.</p><p></p><p>Honestly, you might be better off just not having players gain levels in that sort of play. Decide which level mechanically works best for you and just stay there. "Guys, I'm planning a long campaign here, but we won't be gaining any levels. Everyone will be level 6 the whole time, because that lets us beat interact with the study." There are role-playing ganes that lack D&D style advancement and do that sort of thing. But I don't know that D&D in any edition has really been designed for level to be irrelevant in that matter.</p><p></p><p>Now I realize that you might have social or other reasons for choosing D&D to play that way, and I'm not saying "don't play D&D like that". We're talking on a theoretical level, where I'm making the point that D&D is designed for different level ranges to offer very different experiences, and I think the mismatch between that reality and people's expectations might be behind a lot of the distaste for high level play. Its something different by design, and you either are interested in it or not.</p><p></p><p></p><p></p><p>I think you're in that same situation. High-level play is a specific D&D thing that you aren't even theoretically interested in.</p><p></p><p>To cycle back to the examples I was giving about more accurate tiers of play--a major reason that would be useful is so people can clearly see how play is supposed to work in those various level ranges and pick the level range they want to play in. The tiers could be given example comparisons to various books and movies and such so people would have clear frames of reference as to what they are intended to enable and represent.</p><p></p><p>I just think that a disconnect between the adventures a group want to play and the mechanical design realities of the level range they are playing at is part of the issue people have. The assumed level progression and how the experience is supposed to change in D&D is very much idiosyncratic to D&D. If you aren't interested in that very particular experience, you likely won't enjoy a level 1 to 20 campaign. My suggestion is that this all be made much more clear and explicit in the customer facing materials so that people know how to get the play experiences they want.</p><p></p><p>For instance, I actually enjoy the classic D&D full level spectrum experience where you might start as a kid on a farm and end up literally ascending to godhood, with the campaign passing through multiple play experiences on the way. (I also like D&D experiences focused on a more specific limited scope.) But I know how D&D does things and am not constantly irritated by a mismatch between expectations and design realities.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9791734, member: 6677017"] Yep, and their statements were off. My brief examples were more accurate to the actual nature of how play works at those levels. The need to be accurate was part of the point I was making. So what I'm hearing you say is that D&D levels are mostly meaningless to your adventure concepts? From that perspective, yeah none of this is going to matter. Honestly, you might be better off just not having players gain levels in that sort of play. Decide which level mechanically works best for you and just stay there. "Guys, I'm planning a long campaign here, but we won't be gaining any levels. Everyone will be level 6 the whole time, because that lets us beat interact with the study." There are role-playing ganes that lack D&D style advancement and do that sort of thing. But I don't know that D&D in any edition has really been designed for level to be irrelevant in that matter. Now I realize that you might have social or other reasons for choosing D&D to play that way, and I'm not saying "don't play D&D like that". We're talking on a theoretical level, where I'm making the point that D&D is designed for different level ranges to offer very different experiences, and I think the mismatch between that reality and people's expectations might be behind a lot of the distaste for high level play. Its something different by design, and you either are interested in it or not. I think you're in that same situation. High-level play is a specific D&D thing that you aren't even theoretically interested in. To cycle back to the examples I was giving about more accurate tiers of play--a major reason that would be useful is so people can clearly see how play is supposed to work in those various level ranges and pick the level range they want to play in. The tiers could be given example comparisons to various books and movies and such so people would have clear frames of reference as to what they are intended to enable and represent. I just think that a disconnect between the adventures a group want to play and the mechanical design realities of the level range they are playing at is part of the issue people have. The assumed level progression and how the experience is supposed to change in D&D is very much idiosyncratic to D&D. If you aren't interested in that very particular experience, you likely won't enjoy a level 1 to 20 campaign. My suggestion is that this all be made much more clear and explicit in the customer facing materials so that people know how to get the play experiences they want. For instance, I actually enjoy the classic D&D full level spectrum experience where you might start as a kid on a farm and end up literally ascending to godhood, with the campaign passing through multiple play experiences on the way. (I also like D&D experiences focused on a more specific limited scope.) But I know how D&D does things and am not constantly irritated by a mismatch between expectations and design realities. [/QUOTE]
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