Hi Umbran mate!
Umbran said:
I didn't say, "all gods have created worlds".
I thought you implied it though, you continue to do so in this next quote...
Umbran said:
Merely that that's the general type of being and power level involved. The fact that many haven't take then "Create Wondrous Planet" item creation feat doesn't mean they aren't of the same general power level, at least as far as humans are concerned.
Well the problem with this approach is that if you can create a planet you can certainly destroy a planet, and as I mentioned before there are few gods in myth with that kind of power.
Umbran said:
What the players want is important, but so is what I want. I don't want to run a campaign with large tracts of it are anticlimatic afterthoughts. It offends my sense of story structure.
Well I certainly don't want to 'tell you your business' however, in the years when S'mon DMed our immortal campaign there was never any sense that we had to 'top' the last adventure.
I think this was partly due to the fact that we roleplayed through the spectrum of levels. In that one day your deity would be fighting Mephistopheles, the next, you are roleplaying one of your clerics gets into trouble with some evil cultists, after that one of your devas would be on a mission in the Astral plane fighting Githyanki and so forth.
This is definately one of the major boons of immortal gaming in that its not just all about the gods, its about the worshippers, its about the servants. So any monotony is avoided.
One day your pantheon might save the planet from being eaten by an alien intelligence, the next you might be roleplaying a low level cleric (and companions) on a mission into the town sewers to rescue kidnapped children.
But the crux of it is, 'its all relevant'. Deeds, both big and small, add up...when using the worship points system that is.
I like to equate divinity to the military in that you have the ground forces (mortal worshippers); air force (high/epic-level followers and servants, basically a strike team) and nuclear force (the deity itself).
Immortal gaming doesn't narrow the parameters for your campaign, it removes them altogether. You can take any adventure, from 1st level to 100th-level and weave it into the whole.
Umbran said:
It is not having to always top - it is ending the story while it is still good, rather than "jumping the shark". For a story to remaing truly living, you must be able to reach new heights of drama and tension. After you've hit the top, there's nowhere else to go. All other dramatic elements in that character's story will either pale by comparison, or be repetetive. So, why bother?
Roleplaying is, by its very nature, open ended, more akin to an ongoing television show than a movie trilogy.
Its one thing if players want to retire a character, but its another to force a retirement.
Umbran said:
If I want to do immortal gaming, I won't use D&D (or likely even d20), as the system for it. There are far better tools out there for such jobs.
I would agree that d20 is not perfect from a mechanical point of view.
However, d20 is perfect from a philosophical point of view. If you just switch to another system for immortal gaming you lose the dichotomy between the mortal and the immortal. Whereas if you continue to use d20 you have built up that sense of what it means to be mortal. You then better appreciate what it means to be immortal.
Its not just about roleplaying 50th-level characters that eat Balors for breakfast (though thats always there if you feel hungry), its about making a difference, its about taking responsibility, its about asking what would you do if you were god.