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<blockquote data-quote="DEFCON 1" data-source="post: 9089248" data-attributes="member: 7006"><p>I have a feeling that it doesn't really matter, and that trying to narratively justify mechanical differentiation is not going to end up being really necessary at the end of the day.</p><p></p><p>You've set up a campaign of seven adventures. That's cool. And the fact you've made them such that the players can purposefully pick up whichever adventures they want in whatever order they want tells us that the act of character leveling is <em>not</em> important to the narrative of the game. In other words, the campaign does not <em>require</em> the PCs to become "more powerful" to take on certain enemies-- in theory you could have the PCs never level up AT ALL and still accomplish the entirety of the campaign. The leveling is separate from the story.</p><p></p><p>That is a format that makes total sense and is completely doable. These adventures don't need PCs to level to finish the campaign... the PCs instead would level for the same reason we usually have PCs level-- as a "reward" for playing. You play your character long enough and well enough, you get rewarded by the game by gaining more abilities and other abilities to become more powerful, etc. You as a player get more fun stuff to use as you play. The PC doesn't really change from a narrative point of view, the leveling is actually for the player's benefit.</p><p></p><p>Which means that within the story of this campaign, the leveling of both PCs and monsters is not what the game is about. It's about these 7 BBEGs with their 7 individual stories. And thus if the PCs "gain a level" after they defeat a BBEG, it's purely from a game perspective as a reward for doing the job and not a narrative one for the characters having this grand evolution. And as a result I don't think you need a narrative reason to level up the other BBEGs either. Each remaining BBEG is more powerful when the players select that one to follow because the game needs the adventure to be interesting and risky and challenging for the players as they continue and level up.</p><p></p><p>Is this meta-reasoning? Sure. But all PC leveling on short in-game timescales is pretty much for meta-reasons as well, so accepting one while being sniffy towards the other to me is kind of pointless. The PCs are going to gain tremendous amounts of power within very short timeframes (in-game) within your campaign, so the monsters doing to same to me is absolutely fine and you don't need to narratively justify it.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9089248, member: 7006"] I have a feeling that it doesn't really matter, and that trying to narratively justify mechanical differentiation is not going to end up being really necessary at the end of the day. You've set up a campaign of seven adventures. That's cool. And the fact you've made them such that the players can purposefully pick up whichever adventures they want in whatever order they want tells us that the act of character leveling is [I]not[/I] important to the narrative of the game. In other words, the campaign does not [I]require[/I] the PCs to become "more powerful" to take on certain enemies-- in theory you could have the PCs never level up AT ALL and still accomplish the entirety of the campaign. The leveling is separate from the story. That is a format that makes total sense and is completely doable. These adventures don't need PCs to level to finish the campaign... the PCs instead would level for the same reason we usually have PCs level-- as a "reward" for playing. You play your character long enough and well enough, you get rewarded by the game by gaining more abilities and other abilities to become more powerful, etc. You as a player get more fun stuff to use as you play. The PC doesn't really change from a narrative point of view, the leveling is actually for the player's benefit. Which means that within the story of this campaign, the leveling of both PCs and monsters is not what the game is about. It's about these 7 BBEGs with their 7 individual stories. And thus if the PCs "gain a level" after they defeat a BBEG, it's purely from a game perspective as a reward for doing the job and not a narrative one for the characters having this grand evolution. And as a result I don't think you need a narrative reason to level up the other BBEGs either. Each remaining BBEG is more powerful when the players select that one to follow because the game needs the adventure to be interesting and risky and challenging for the players as they continue and level up. Is this meta-reasoning? Sure. But all PC leveling on short in-game timescales is pretty much for meta-reasons as well, so accepting one while being sniffy towards the other to me is kind of pointless. The PCs are going to gain tremendous amounts of power within very short timeframes (in-game) within your campaign, so the monsters doing to same to me is absolutely fine and you don't need to narratively justify it. [/QUOTE]
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