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How do you expect high level play to differ from low level play in a high fantasy RPG?
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<blockquote data-quote="bloodtide" data-source="post: 8275601" data-attributes="member: 6684958"><p>I don't expect the game to be different at all in the real ways that matter, but only be different in the fluff. The game is an immersive adventure full of problem solving, no matter the "level". </p><p></p><p>At first level characters are picking simple iron locks, fighting goblin bandits, and get past a mechanical trap. At 20th level the characters are picking ethereal time locks, fighting blackball obliterators and get past a time space trap. At fist level the characters have an iron lock pic, wood club and a rock; and at 20th level they have a admantinum lock pick, a sword of sky cleaving and an hourglass of time travel. </p><p></p><p>To many players they will think they have "more options", but they really don't as it's all fundamentally the same, just with different fluff. Blocking a mechanical trap with a rock is exactly the same as blocking a time space trap by freezing it in time: both have exactly the same effecot of the trap is blocked. Though many players will then the second one is "cooler".</p><p></p><p>I have always hated the level bias. When the characters are low level ALL they can do is save a single farm from destruction as they are low level; but then when they are high level they get the "reward" of saving the kingdom or world or reality. In my view 1st level characters can save a kingdom or world or do anything else. </p><p></p><p>The fluff changes, the game is always the same.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8275601, member: 6684958"] I don't expect the game to be different at all in the real ways that matter, but only be different in the fluff. The game is an immersive adventure full of problem solving, no matter the "level". At first level characters are picking simple iron locks, fighting goblin bandits, and get past a mechanical trap. At 20th level the characters are picking ethereal time locks, fighting blackball obliterators and get past a time space trap. At fist level the characters have an iron lock pic, wood club and a rock; and at 20th level they have a admantinum lock pick, a sword of sky cleaving and an hourglass of time travel. To many players they will think they have "more options", but they really don't as it's all fundamentally the same, just with different fluff. Blocking a mechanical trap with a rock is exactly the same as blocking a time space trap by freezing it in time: both have exactly the same effecot of the trap is blocked. Though many players will then the second one is "cooler". I have always hated the level bias. When the characters are low level ALL they can do is save a single farm from destruction as they are low level; but then when they are high level they get the "reward" of saving the kingdom or world or reality. In my view 1st level characters can save a kingdom or world or do anything else. The fluff changes, the game is always the same. [/QUOTE]
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How do you expect high level play to differ from low level play in a high fantasy RPG?
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