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How long can you stay level XXX and still have fun
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<blockquote data-quote="fba827" data-source="post: 5367161" data-attributes="member: 807"><p>it kind of depends on the player (every player plays with different expectations), the pacing (how the game/plot progresses), and the game system (some game systems have introductory levels that are great introductory levels but they do not flesh out a core concept that requires a couple levels to achieve).</p><p></p><p>I am the type of player who enjoys the story aspect of RPGs, so as long as the story stays compelling for the given level, it's fine. but once it starts to feel repetitive, I start itching for a new level in order to either a) change the tactics that my PC can use via the gained abilities; b) change the encounters my PC is capable of experiencing... i.e. if the level has been filled with fighting henchmen to the evil cult, i want to eventually be strong enough to take on the cult headquarters which should be more powerful than the henchmen themselves; c) it just sometimes makes sense for progression of the story when talking about time spent studying, etc.</p><p></p><p>But you'll find that different players at your game table have different expectations and so it really depends on your group.</p><p></p><p></p><p></p><p>For what it's worth, I (and other gamers I know) would find the king's affection and public holiday to be more compelling than a +4 sword if the game world actually reacts to it (i.e. the PC is recognized, and next year is called upon to be part of the parade which in turn could be it's own plot device, etc). But also with the caveat that i don't feel that i -need- the +4 sword; if my PC is not up to the challenges it's facing and always missing then the +4 sword does get equally compelling.</p></blockquote><p></p>
[QUOTE="fba827, post: 5367161, member: 807"] it kind of depends on the player (every player plays with different expectations), the pacing (how the game/plot progresses), and the game system (some game systems have introductory levels that are great introductory levels but they do not flesh out a core concept that requires a couple levels to achieve). I am the type of player who enjoys the story aspect of RPGs, so as long as the story stays compelling for the given level, it's fine. but once it starts to feel repetitive, I start itching for a new level in order to either a) change the tactics that my PC can use via the gained abilities; b) change the encounters my PC is capable of experiencing... i.e. if the level has been filled with fighting henchmen to the evil cult, i want to eventually be strong enough to take on the cult headquarters which should be more powerful than the henchmen themselves; c) it just sometimes makes sense for progression of the story when talking about time spent studying, etc. But you'll find that different players at your game table have different expectations and so it really depends on your group. For what it's worth, I (and other gamers I know) would find the king's affection and public holiday to be more compelling than a +4 sword if the game world actually reacts to it (i.e. the PC is recognized, and next year is called upon to be part of the parade which in turn could be it's own plot device, etc). But also with the caveat that i don't feel that i -need- the +4 sword; if my PC is not up to the challenges it's facing and always missing then the +4 sword does get equally compelling. [/QUOTE]
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