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"You walk down the road, party is now level 2."
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<blockquote data-quote="EzekielRaiden" data-source="post: 9570937" data-attributes="member: 6790260"><p>The problem is, levels 1 and 2--and to an extent even levels 3 and 4!--have to serve <em>three</em> masters.</p><p></p><p>Master the First: "New players don't know what's going on. They need a gentle introduction that won't overwhelm them, so they can develop confidence and become happy, engaged players."</p><p></p><p>Master the Second: "Old-school fans need to have at least a <em>period</em> of extreme, ever-present danger, otherwise they won't feel their victories are earned. They need a brutal introduction that won't coddle them, so they can feel comfortable with their successes (and failures)."</p><p></p><p>Master the Third: "Various subsets of the fanbase desire observable, organic growth, so they want to <em>see</em> the character develop. They need a baseline introduction that won't presuppose things, so they can feel their characters actually journeyed and evolved."</p><p></p><p>The problem is, all three of these masters demand <em>different results</em>. You cannot meaningfully serve all three masters with one, singular, equally-applied set of rules. It just isn't possible, and throwing DMs to the wolves by telling them "eh, we made a system, <em>you</em> figure out how to squeeze the game you want out of it" is not an acceptable response.</p><p></p><p>It's more than a little annoying, though, that Mearls and others are <em>finally</em> discovering the benefits of Novice Levels + Incremental Advances and how such things can make for a much smoother, better experience for all three groups, by enabling a single set of rules that can be <em>tailored</em> to each group's needs and preferences. Folks introducing totally brand-new players can confidently use Novice Levels where the PCs have a lot of <em>health</em>, but not very many <em>actions</em>, so that the new players aren't overwhelmed but also aren't being blitzed by the meatgrinder--all without having to put on "kid gloves" with fights or being hyper-selective about what opponents the PCs face. Old-school fans can have their mega-brutal ultra-lethality meatgrinder introductory experience, and they can stretch out the levelling process almost indefinitely while still <em>feeling</em> progress in concrete, but small, steps. And folks who want organic growth now have a whole <em>spectrum</em> of options to choose from, everything from "you start out with nothing, build your character through your choices" all the way up to "you're basically an nth-level character, but without a class...<em>yet</em>" and anything in-between.</p><p></p><p>I don't get on a soapbox about this for nothing. It really, truly is a way to serve <em>all</em> of the different masters here, AND do so in a way that doesn't shortchange any players. Everyone gets the same content--everyone plays through all 20 or 10 or 30 or whatever levels--but some play through it more....thoroughgoingly than others.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9570937, member: 6790260"] The problem is, levels 1 and 2--and to an extent even levels 3 and 4!--have to serve [I]three[/I] masters. Master the First: "New players don't know what's going on. They need a gentle introduction that won't overwhelm them, so they can develop confidence and become happy, engaged players." Master the Second: "Old-school fans need to have at least a [I]period[/I] of extreme, ever-present danger, otherwise they won't feel their victories are earned. They need a brutal introduction that won't coddle them, so they can feel comfortable with their successes (and failures)." Master the Third: "Various subsets of the fanbase desire observable, organic growth, so they want to [I]see[/I] the character develop. They need a baseline introduction that won't presuppose things, so they can feel their characters actually journeyed and evolved." The problem is, all three of these masters demand [I]different results[/I]. You cannot meaningfully serve all three masters with one, singular, equally-applied set of rules. It just isn't possible, and throwing DMs to the wolves by telling them "eh, we made a system, [I]you[/I] figure out how to squeeze the game you want out of it" is not an acceptable response. It's more than a little annoying, though, that Mearls and others are [I]finally[/I] discovering the benefits of Novice Levels + Incremental Advances and how such things can make for a much smoother, better experience for all three groups, by enabling a single set of rules that can be [I]tailored[/I] to each group's needs and preferences. Folks introducing totally brand-new players can confidently use Novice Levels where the PCs have a lot of [I]health[/I], but not very many [I]actions[/I], so that the new players aren't overwhelmed but also aren't being blitzed by the meatgrinder--all without having to put on "kid gloves" with fights or being hyper-selective about what opponents the PCs face. Old-school fans can have their mega-brutal ultra-lethality meatgrinder introductory experience, and they can stretch out the levelling process almost indefinitely while still [I]feeling[/I] progress in concrete, but small, steps. And folks who want organic growth now have a whole [I]spectrum[/I] of options to choose from, everything from "you start out with nothing, build your character through your choices" all the way up to "you're basically an nth-level character, but without a class...[I]yet[/I]" and anything in-between. I don't get on a soapbox about this for nothing. It really, truly is a way to serve [I]all[/I] of the different masters here, AND do so in a way that doesn't shortchange any players. Everyone gets the same content--everyone plays through all 20 or 10 or 30 or whatever levels--but some play through it more....thoroughgoingly than others. [/QUOTE]
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