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Why Do Higher Levels Get Less Play?
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<blockquote data-quote="J-H" data-source="post: 9597931" data-attributes="member: 7020951"><p>Superman and WW are not great examples for this, because they start basically fully powered. As I mentioned upthread, I'm running a Baldur's Gate II campaign.</p><p>At level 1, they were hungry, exhausted, and trapped in a dungeon.</p><p>At level 7, they were well-fed and well-equipped, and decided that working with vampires was a cheaper and better option than working with thieves. They slaughtered their way through the thieves guild for the benefit of their tormenter's sister and a 5,000gp discount, and then were upset when the guildmaster's vengeance included letting the paladins and the Harpers know what they'd done.</p><p></p><p>Around level 9 or 10, one of them got his soul sucked out (spoiler for a 20+ year old computer game!) and another one "found out" that he was also a child of the god of murder (4 weeks before, post-game, the player had commented that they kept ended up solving problems with violence... he walked into that).</p><p></p><p>Now they're level 13 and they just chose to take risks to spare the lives of some deep gnomes who were polite to them and a drow who didn't really deserve to die.</p><p></p><p>Soon, they're going to have to choose how to prioritize their time between (1) clearing their name, (2) carrying out a player's desire to wreck the government of Athkatla, (3) chasing down a powerful artifact, and (4) killing a vampire so one of them can get his soul back and they can go save an elven city. Despite already having gone from "team neutral" to "team mostly evil," they are still making character choices that matter and have nuance.</p><p></p><p>After that, the Throne of Bhaal storyline has quite a bit of combat (giants, dragons, drow), but also some opportunities to go "Do I want to solve this by talking to someone, or at least try to do so?" "Am I someone who solves things with Fireball or with some kind words?" and at the capstone "Is my character someone who wants power, even if becoming a god changes his nature or involves betraying a friend?"</p><p></p><p>There are still plenty of stories to tell on the high-powered end of the spectrum. None of them involve endangering more than a single city, and there's actually not a lot of planar travel involved.</p><p></p><p>I've been running this for a while and BG2 is an EXCELLENT "D&D" game in terms of most of what it sets up and how the dungeons the party has chosen to engage with are built. The exploration/combat/social balance has been something I've been happy with despite taking a CRPG and making it a TTRPG again.</p></blockquote><p></p>
[QUOTE="J-H, post: 9597931, member: 7020951"] Superman and WW are not great examples for this, because they start basically fully powered. As I mentioned upthread, I'm running a Baldur's Gate II campaign. At level 1, they were hungry, exhausted, and trapped in a dungeon. At level 7, they were well-fed and well-equipped, and decided that working with vampires was a cheaper and better option than working with thieves. They slaughtered their way through the thieves guild for the benefit of their tormenter's sister and a 5,000gp discount, and then were upset when the guildmaster's vengeance included letting the paladins and the Harpers know what they'd done. Around level 9 or 10, one of them got his soul sucked out (spoiler for a 20+ year old computer game!) and another one "found out" that he was also a child of the god of murder (4 weeks before, post-game, the player had commented that they kept ended up solving problems with violence... he walked into that). Now they're level 13 and they just chose to take risks to spare the lives of some deep gnomes who were polite to them and a drow who didn't really deserve to die. Soon, they're going to have to choose how to prioritize their time between (1) clearing their name, (2) carrying out a player's desire to wreck the government of Athkatla, (3) chasing down a powerful artifact, and (4) killing a vampire so one of them can get his soul back and they can go save an elven city. Despite already having gone from "team neutral" to "team mostly evil," they are still making character choices that matter and have nuance. After that, the Throne of Bhaal storyline has quite a bit of combat (giants, dragons, drow), but also some opportunities to go "Do I want to solve this by talking to someone, or at least try to do so?" "Am I someone who solves things with Fireball or with some kind words?" and at the capstone "Is my character someone who wants power, even if becoming a god changes his nature or involves betraying a friend?" There are still plenty of stories to tell on the high-powered end of the spectrum. None of them involve endangering more than a single city, and there's actually not a lot of planar travel involved. I've been running this for a while and BG2 is an EXCELLENT "D&D" game in terms of most of what it sets up and how the dungeons the party has chosen to engage with are built. The exploration/combat/social balance has been something I've been happy with despite taking a CRPG and making it a TTRPG again. [/QUOTE]
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