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Giants: How big should they be in an a Fantasy RPG?
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<blockquote data-quote="Celebrim" data-source="post: 6025532" data-attributes="member: 4937"><p>The problem with that is simply: "Where do you go from there?" If at low level you are already capable of fighting colossal creatures, then how to increase the scope, theme, and magnitude of the action as you level up? Either you are going to have to move on to truly trans-collosal creatures, which to be quite frank, I doubt people can truly grasp the magnitude or implications thereof, or else you are going to keep the same creatures but simply give them bigger numbers. I think it very important that bigger numbers usually describe a creature of greater actual in game magnitude. If not, you move to a World of Warcraft style universe where the 'bears' don't get bigger, they just get bigger and bigger numbers. It feels arbitrary and anticlimatic, and it seriously raises the question of why do you want a game which involves levelling at all? If you want a game where 'at low level' you are facing things of great magnitude, perhaps you'd be better off with a game with no levels, no leveling, and assumes everyone starts off as something already superheroic? What is the point in having graduations in skill and prowess if they don't over time alter the viewpoint of the playes? Why level up if the game isn't going to change as a result of it?</p><p></p><p>D&D does an amazingly good job of representing everything from a lowly apprentice to a mighty archmage, from a common soldier to a sword swinging caped fantasy superhero, from a common street pickpocket to a legendary thief. If you really don't want to have the lower range of those archetypes available, if you don't find low level play enherently interesting, then perhaps you should avoid the low levels entirely and start at 10th level. Don't invalidate that play just because you want something different from you game.</p><p></p><p>One problem any system is going to encounter is what to do to represent the extreme ends of the system. D&D has this as the 'house cat problem', where it has traditionally been hard to capture the degree of difference between a wasp, a rat, a cat, and the cat's human owner because it's hard to have fractions of 1 in the system. If you squeeze giants down into the low levels as well, then the problem only gets worse. Not only will the cat be a danger to the farmer with his hoe, but puss-n-boots will need not trick the giant into turning into a mouse either. The 8 pound cat will simply scratch to death the 2000 pound giant, with no cunning required.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6025532, member: 4937"] The problem with that is simply: "Where do you go from there?" If at low level you are already capable of fighting colossal creatures, then how to increase the scope, theme, and magnitude of the action as you level up? Either you are going to have to move on to truly trans-collosal creatures, which to be quite frank, I doubt people can truly grasp the magnitude or implications thereof, or else you are going to keep the same creatures but simply give them bigger numbers. I think it very important that bigger numbers usually describe a creature of greater actual in game magnitude. If not, you move to a World of Warcraft style universe where the 'bears' don't get bigger, they just get bigger and bigger numbers. It feels arbitrary and anticlimatic, and it seriously raises the question of why do you want a game which involves levelling at all? If you want a game where 'at low level' you are facing things of great magnitude, perhaps you'd be better off with a game with no levels, no leveling, and assumes everyone starts off as something already superheroic? What is the point in having graduations in skill and prowess if they don't over time alter the viewpoint of the playes? Why level up if the game isn't going to change as a result of it? D&D does an amazingly good job of representing everything from a lowly apprentice to a mighty archmage, from a common soldier to a sword swinging caped fantasy superhero, from a common street pickpocket to a legendary thief. If you really don't want to have the lower range of those archetypes available, if you don't find low level play enherently interesting, then perhaps you should avoid the low levels entirely and start at 10th level. Don't invalidate that play just because you want something different from you game. One problem any system is going to encounter is what to do to represent the extreme ends of the system. D&D has this as the 'house cat problem', where it has traditionally been hard to capture the degree of difference between a wasp, a rat, a cat, and the cat's human owner because it's hard to have fractions of 1 in the system. If you squeeze giants down into the low levels as well, then the problem only gets worse. Not only will the cat be a danger to the farmer with his hoe, but puss-n-boots will need not trick the giant into turning into a mouse either. The 8 pound cat will simply scratch to death the 2000 pound giant, with no cunning required. [/QUOTE]
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