ClaytonCross
Kinder reader Inflection wanted
Hiya!
[MENTION=6880599]ClaytonCross[/MENTION], I'm going to have to say...no? I've played a LOT of RPG's over the years. Most of the longer ones tend to be Fantasy, followed by Gamma World (3rd Edition; I would have said 'Apocalyptic', but honestly, the only real Apocalyptic we play consistently...at least up until about a year ago...was 3rd edition Gamma World), then Super-Heroes. Everything else falls after that. Of the Fantasy, a LOT of it has been either 1e/Hackmaster, BECMI/DarkDungeons (https://darkdungeonsblog.wordpress.com/), Powers & Perils (www.powersandperils.com), or Dominion Rules (www.dominionrules.org).
Anyway, I've been trying to think back to almost 40 years of DM'ing some form of "D&D" and I think I can honestly say, only my first 5 to 10 years of DM'ing was 'stuff' a common motivator. After about a decade I sort of hit my stride/style for DM'ing and I think I've remained fairly consistent over the decades...with only a slight mellowing on the whole 'detailed rules' side of it all (old age and all that I guess!).
Talking specifically about the last 15 to 20 years, I can tell you that my Players main "goal" and driving force behind their PC's is "Try not to die!". I'm what is termed, nowadays at least, a "Killer DM". My players also call me 'stingy on the side of treasure'. I attest affirmative to both those things. The highest level PC anyone has had in my 5e campaign(s) was: 7th level Goliath Barbarian, 5th level Tiefling Bard, 4th level Human Thief, 4th level Human Druid. After that, it's a handful of 3rds, about twice that in 2nd, and twice that again in 1st level characters. This is over about 4 years I guess? Whenever the Starter Set came out.
My point is...no, IME. If you present a game where other things simply ARE more important (survival; and that usually goes hand in hand with cautious play, development of NPC ties, and story-goals a Player develops based not on 'stuff to acquire'), then "getting tougher" is a nice sideline bonus. In my campaigns saving a town, country or entire world is simply not dependant on "level" or "power". My campaign (and DM'ing style) is most definitely an "outlier" of the modern RPG expectation of play. I get that. It's cool with me and my group.
^_^
Paul L. Ming
Ok, but by your own addition and description its your GM style not the design of the game that makes your campaigns so. If your not rewarding gear and killing your players off before they gain more than 1/3 of the levels then they become aware of this and are adapting to YOU. The design of the game is 20 level and the DMG is FULL of magic items and even describes the gold, number, of magic items suggested by design. So while I agree that you can play D&D (or really any RPG) in a way to discourage this, that is not the design template the game is built to encourage. You even mentioned that you are an outlier, which is to say your not playing the way the game promotes by design. That in no way makes your way wrong, in fact I would say if you and your party are having fun, your doing it right. I would even like to play starting at level 20 and degrading to level 1 in a survival game where you drop a level a day and try and last 20 days to escape... D&D is awesome in its flexibility to do that. Their is however no rule set for that, it would be homebrew and GM choices.
So I am in no way questioning the fun factor of your method, but I do dispute that D&D is designed with a power gaining incentivized game that promotes power gaming HOWEVER it is flexible enough to accommodate other styles including yours.