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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
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<blockquote data-quote="Willie the Duck" data-source="post: 9484479" data-attributes="member: 6799660"><p>I did not have the same experience. That might have been because my groups had a lot more BX and BECMI influence to them, though. Particularly Mentzer -- when 3 of the 5 boxed sets don't start until the mid-teen levels, it does subtlety communicate to you that maybe these levels are supposed to be played. Same of course with AD&D's upper level spells, more powerful monsters, and epic magic items & artifacts, I suppose. </p><p></p><p>Particularly starting as kids (and not having access to any of the admonitions against high level play except what was in the rulebooks proper), we initially didn't get the notion that the game was more focused on the single-digit levels. Once we got to those levels and found that much of the system didn't necessarily work as well as when we were low-level dungeon-crawlers, I think we retroactively got some of it. </p><p></p><p>I'm moving towards slower advancement as well, but for different reasons. </p><p>Decades of experience with any number of TTRPGs (including many that don't have levels), other games (physical and digital), and even narrative fiction like TV shows is teaching me that racing for the endgame position isn't necessarily the most fun. Most things work best in the messy middle where everything is established and all of the pieces are up and running, but nothing is really running away with the system/plot/etc. </p><p>Advancement ought to serve a purpose (sometimes just variety, but either way, some purpose) or else I don't necessarily need it. I'm almost tempted to run a game where there is no level-up and most of the advancement is acquiring a new spell or magic item -- because those almost always have a really enjoyable <em>'look at this new thing I got!'</em> feel to them.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9484479, member: 6799660"] I did not have the same experience. That might have been because my groups had a lot more BX and BECMI influence to them, though. Particularly Mentzer -- when 3 of the 5 boxed sets don't start until the mid-teen levels, it does subtlety communicate to you that maybe these levels are supposed to be played. Same of course with AD&D's upper level spells, more powerful monsters, and epic magic items & artifacts, I suppose. Particularly starting as kids (and not having access to any of the admonitions against high level play except what was in the rulebooks proper), we initially didn't get the notion that the game was more focused on the single-digit levels. Once we got to those levels and found that much of the system didn't necessarily work as well as when we were low-level dungeon-crawlers, I think we retroactively got some of it. I'm moving towards slower advancement as well, but for different reasons. Decades of experience with any number of TTRPGs (including many that don't have levels), other games (physical and digital), and even narrative fiction like TV shows is teaching me that racing for the endgame position isn't necessarily the most fun. Most things work best in the messy middle where everything is established and all of the pieces are up and running, but nothing is really running away with the system/plot/etc. Advancement ought to serve a purpose (sometimes just variety, but either way, some purpose) or else I don't necessarily need it. I'm almost tempted to run a game where there is no level-up and most of the advancement is acquiring a new spell or magic item -- because those almost always have a really enjoyable [I]'look at this new thing I got!'[/I] feel to them. [/QUOTE]
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