During my first game of RM(2) the Gm meant for a 1st level cleric to get beat down by an 8th level fighter. unfortunately, he built the cleric a little too well and the cleric beat down the fighter with a quarterstaff. Unfortunately the GM left the Navy and the group only got up to around 8th level or so. A group I ran had an adventure shortened for the same reason, again the characters didn't get past level 10. And my present group is a little fearful of RM, though I got two to set up characters and now I'm off to the sandbox
; Ah a year to hone a series of adventures, hope they like them
.
Oh, and when I was in the Navy we'd game for about 6 hours a day everyday that we were out to sea
. I didn't get introduced to RM until near the end of my first tour
Haven't had a chance to try this, but, hows this for a high-level game, kind of...
the PCs end up with issues that are too petty or politically charged for them to deal with directly so they hire a band of low-levels to deal with it (the PCs again).
this gives the high-levels more control in the world, you can slowly open the scope for them while the low-levels do the grunt work. Could lead to some interesting role playing: will the baron send the fighter out on a suicide mission, even though he's playing both characters? Will the apprentice mage tell her master everything she found out? This is easier if players shift roles & become associated under another player; well, the group won't appear to have multiple-personality disorders (or develop them
).
And when you need the high-levels to deal with the problem, the GM has had more time to craft a better encounter for the high-levels; well, as they can set it up slowly through the low-levels.
Anybody try this already? How did it work out?