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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="robertsconley" data-source="post: 9675213" data-attributes="member: 13383"><p>You're reading level as a mechanism for gating content. That’s not how I use it. In my Majestic Fantasy RPG, level is a shorthand for life experience, not a script. The world doesn’t scale to the party. Some places are inherently dangerous and remain so. Others are more manageable. The players choose where to go. The consequences follow from that.</p><p></p><p>The mountaineering and caving examples weren’t about level restrictions. They illustrate how people in real life deal with dangerous, uncertain environments: by asking questions, gathering information, gaining experience, and making informed decisions. That’s the model I apply to play, not “go here at level 3,” but “you can go anywhere, but you better understand what you’re walking into.”</p><p></p><p>GURPS works the same way. Low-point characters in a dangerous world face high risk. The system doesn’t stop them from heading into trouble. The danger doesn’t scale down, it’s always there, waiting to be found. I designed Majestic Fantasy RPG with a similar survivability curve to GURPS in mind. In Majestic Wilderlands campaigns run in either system, characters can go anywhere, but they need to read the situation and act accordingly. Whether they’re 1st level or 50 points, or 10th level or 250 points, the risk remains constant. It’s how the players choose to engage that matters.</p><p></p><p> I’d be cautious about framing anything as “what level actually means.” I’ve spent over two decades running GURPS (2e through 4e), and nearly 15 years with classic D&D starting in the late 2000s. I'm well acquainted with how level and point values are commonly used across systems and tables.</p><p></p><p>What we’re discussing here is how I use level in my Living World sandbox, particularly with my Majestic Fantasy RPG, which I’ve run successfully across multiple systems, campaigns, and groups. It’s the same approach I use when running sandbox campaigns with D&D 5e.</p><p></p><p>If you don’t think that experience is relevant, feel free to challenge it. But don’t tell me what level actually means. It means what it means at your table. I use it differently, and I’ve built a consistent framework around that usage that works in play.</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9675213, member: 13383"] You're reading level as a mechanism for gating content. That’s not how I use it. In my Majestic Fantasy RPG, level is a shorthand for life experience, not a script. The world doesn’t scale to the party. Some places are inherently dangerous and remain so. Others are more manageable. The players choose where to go. The consequences follow from that. The mountaineering and caving examples weren’t about level restrictions. They illustrate how people in real life deal with dangerous, uncertain environments: by asking questions, gathering information, gaining experience, and making informed decisions. That’s the model I apply to play, not “go here at level 3,” but “you can go anywhere, but you better understand what you’re walking into.” GURPS works the same way. Low-point characters in a dangerous world face high risk. The system doesn’t stop them from heading into trouble. The danger doesn’t scale down, it’s always there, waiting to be found. I designed Majestic Fantasy RPG with a similar survivability curve to GURPS in mind. In Majestic Wilderlands campaigns run in either system, characters can go anywhere, but they need to read the situation and act accordingly. Whether they’re 1st level or 50 points, or 10th level or 250 points, the risk remains constant. It’s how the players choose to engage that matters. I’d be cautious about framing anything as “what level actually means.” I’ve spent over two decades running GURPS (2e through 4e), and nearly 15 years with classic D&D starting in the late 2000s. I'm well acquainted with how level and point values are commonly used across systems and tables. What we’re discussing here is how I use level in my Living World sandbox, particularly with my Majestic Fantasy RPG, which I’ve run successfully across multiple systems, campaigns, and groups. It’s the same approach I use when running sandbox campaigns with D&D 5e. If you don’t think that experience is relevant, feel free to challenge it. But don’t tell me what level actually means. It means what it means at your table. I use it differently, and I’ve built a consistent framework around that usage that works in play. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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