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<blockquote data-quote="howandwhy99" data-source="post: 3896103" data-attributes="member: 3192"><p>My thinking has been, as Players and DMs build their games up from level 1, they inevitably create their own game. By the time they are 10th (20th)(soon 30th) level they will have a game nearly unlike anyone else's. I don't mean only the world or characters, but also the play and the rules. Most everything will have been refined to their own joint sensibilities for what they want out of the game. This can't be done beforehand. Not even for the same group starting over. To stay interesting something new will become the focus.</p><p></p><p>If you look at successful high level games like PirateCat's or Sepulchrave's or Blackdirge or any other long-lasting game, they are each highly unique. In game designing terms, they probably wouldn't even be thought of as the same game. Some folks may even degrade D&D as dysfunctional because the "core" of the game alters for every group who plays it. I disagree. It can't be a singular end summarized in one sentence or it stops being D&D. However, I do recognize the challenge to create a game which allows each group to find their own "sweet spot".</p><p></p><p>If your high level game isn't working well, ask your players what they want out of a high level game. Why are they even playing it? Better yet, simply play the game and let them choose in character.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3896103, member: 3192"] My thinking has been, as Players and DMs build their games up from level 1, they inevitably create their own game. By the time they are 10th (20th)(soon 30th) level they will have a game nearly unlike anyone else's. I don't mean only the world or characters, but also the play and the rules. Most everything will have been refined to their own joint sensibilities for what they want out of the game. This can't be done beforehand. Not even for the same group starting over. To stay interesting something new will become the focus. If you look at successful high level games like PirateCat's or Sepulchrave's or Blackdirge or any other long-lasting game, they are each highly unique. In game designing terms, they probably wouldn't even be thought of as the same game. Some folks may even degrade D&D as dysfunctional because the "core" of the game alters for every group who plays it. I disagree. It can't be a singular end summarized in one sentence or it stops being D&D. However, I do recognize the challenge to create a game which allows each group to find their own "sweet spot". If your high level game isn't working well, ask your players what they want out of a high level game. Why are they even playing it? Better yet, simply play the game and let them choose in character. [/QUOTE]
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