Stainless wrote:To me the complaints sounds a lot like a "gaming for the levels not the roleplaying" mentality. Perhaps the 3e/4e meme has penetrated more deeply than many realise.
If it were just ME, playing in a black box, with some dice and random voices in my head acting as the DM and other players, then -- sure -- I wouldn't care about the levels. The levels in and of themselves DON'T MATTER TO ME.
I've played and run more games than most people have probably seen in a well-stocked RPG store. So please allow me to be clear. Levels. To Me. Don't Matter.
But what does matter is getting OTHER PEOPLE to play THIS game WITH ME.
And you're right, Stainless, that 3e/4e meme has penetrated deeply into the modern gamer market. Not only because it's 3e/4e but because that's what people do every time they fire up a Playstation or Xbox. The expectation I fight almost every time I bring a new game to the table is that the players will "level" early and often -- even if (as I've stated ad infinitum) those levels mean practically NOTHING in terms of power increase.
For those who are able to lock down a group to play Holmes Basic for years struggling to approach the meagerness that is Level 3, I applaud you. But I live in a different world.
I've given what I feel are solid reasons for why I think the levels should go to 10 or beyond. I've backed up other highly constructive, useful and applicable suggestions that allow for such a structure without advancing beyond level 5 in power level.
If someone doesn't "get it" by now, it's due to TLDR syndrome. God knows, I've got the word count on the topic. In a nutshell, only going to level 5 is going to make it HARDER for me to convince a group to PLAY THIS GAME. Which makes it, overall, less useful to me. Oh look, an empty space between Starblazer Adventures and Puppetland! Just what I needed, ANOTHER game on my shelf that I've only gotten to play once.
But what's REALLY sticking in my craw right now is I pre-ordered a game that was advertised as going from levels 1-10. Now that game is going from 1-5. So the substance of what I ordered, from my limited viewpoint at this time, is that the product is now 1/2 of what I ordered. And we haven't had any solid explanation for why that's so... other than "I think it will work better this way". Why? Is it because the power levels are broken past level 5? We've heard play is "different". How so? What rules are going to be required? If LotFP can put in strongholds and name-level adventuring in their small 5 x 7, saddle-stitched booklet of rules, why can't DCC? What's in DCC now that wasn't before that makes levels 6-10 unpublishable? None of those have been answered.
So yeah, call that a complaint. But it's bugging me a little. And it's a separate issue from the one preceding it. Maybe the pre-orders up to this point can get a free PDF of that Annual that has levels 6-10, if it sees print?
I'm hanging on in the hope that either something is done, these concerns are addressed (or at least acknowledged) or that DCC really does turn out awesome. I have a lot of faith in Joseph and Harley. Read the first page of this thread if you don't believe that.
I just don't know why no one's willing to take that step that will help me sell this game to the level-monkeys out there. I think there's been some strong and well-reasoned opposition (and even compromises) expressed on this forum. I just don't get why that's all getting ignored all of a sudden.
It doesn't seem "very much the case" that anyone with a lifeline to the actual rules is listening.