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Why do people think high-level play is munchkin? I've got a theory
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<blockquote data-quote="Kichwas" data-source="post: 182054" data-attributes="member: 891"><p>First off a disclaimer: I've never played DnD beyond 7th level save for in cntxt's game where I briefly ran some of his high level NPCs and then made my own high level cleric before dropping out from a schedule conflict and joining his group's other game (which is the first game I've ever played beyond 3rd level in my 20 years of gaming).</p><p></p><p></p><p>So this is merely conjecture and theory.</p><p></p><p></p><p>I suspect a lot of the problem with levels is the change in tone. At least for me if I ever got a group up there I suspect I would end up a little lost as a DM and likewise as a player.</p><p></p><p>The themes and tone of a high level game are more than likeley going to be very different than those of a low level game.</p><p></p><p>Lets say as a DM I come up with a story arc for a campaign. Me and my players all get into it and set off on our game.</p><p></p><p>If we using a level free RPG like Fantasy Hero or Theatrix power escalation is minor or non existant and we could keep the tone of the game where it was for the duration of our little Soap Opera.</p><p></p><p>In a level based RPG though the system forces us into an upward path. As the PCs gain XP they get increasingly more powerful and the treats they started with are no longer of consequence. Without some skilled craftwork on both sides of the table it seems to me like things could easily break down.</p><p></p><p>In novels and TV dramas (not American style but 'anywhere but the USA' style) you tend to have one large story which develops over time from an initial conflict into a series of explorations of the characters and theme and ending in a climax that resolves the initial issues.</p><p></p><p>Many good RPG campaigns have this as well. But at level 15 the Orc tribe threatening home is no longer the same problem it was at level 1. At level 15 if you're not telling an entirely different story chances are your game is breaking apart.</p><p></p><p>If you are telling the same story you have to constantly figure out why and how the escalation on the other side of the conflict is happening and why the big powers over there didn't come in during Act I, Scene II and finish things off.</p><p></p><p>Maybe I'll see how it can work if and when I ever get there. But for now it seems like a level system and it's forced escalation almost prevents a consistant themed story. It almost forces logic to break down. Which can then destroy the 'sense of disbelief' for the DM and many players.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 182054, member: 891"] First off a disclaimer: I've never played DnD beyond 7th level save for in cntxt's game where I briefly ran some of his high level NPCs and then made my own high level cleric before dropping out from a schedule conflict and joining his group's other game (which is the first game I've ever played beyond 3rd level in my 20 years of gaming). So this is merely conjecture and theory. I suspect a lot of the problem with levels is the change in tone. At least for me if I ever got a group up there I suspect I would end up a little lost as a DM and likewise as a player. The themes and tone of a high level game are more than likeley going to be very different than those of a low level game. Lets say as a DM I come up with a story arc for a campaign. Me and my players all get into it and set off on our game. If we using a level free RPG like Fantasy Hero or Theatrix power escalation is minor or non existant and we could keep the tone of the game where it was for the duration of our little Soap Opera. In a level based RPG though the system forces us into an upward path. As the PCs gain XP they get increasingly more powerful and the treats they started with are no longer of consequence. Without some skilled craftwork on both sides of the table it seems to me like things could easily break down. In novels and TV dramas (not American style but 'anywhere but the USA' style) you tend to have one large story which develops over time from an initial conflict into a series of explorations of the characters and theme and ending in a climax that resolves the initial issues. Many good RPG campaigns have this as well. But at level 15 the Orc tribe threatening home is no longer the same problem it was at level 1. At level 15 if you're not telling an entirely different story chances are your game is breaking apart. If you are telling the same story you have to constantly figure out why and how the escalation on the other side of the conflict is happening and why the big powers over there didn't come in during Act I, Scene II and finish things off. Maybe I'll see how it can work if and when I ever get there. But for now it seems like a level system and it's forced escalation almost prevents a consistant themed story. It almost forces logic to break down. Which can then destroy the 'sense of disbelief' for the DM and many players. [/QUOTE]
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Why do people think high-level play is munchkin? I've got a theory
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