We've modified the rules a bit and we have a campaign that's been going on from -92 or -93, that makes about 18 years. Four of original characters are still breathing
So old an campaign means that we're not necessary playing a short scenarios of dungeon hacking. I too would have a hard time explaining how in the hell such a dungeon could exists with all those sky-high-level monsters lurking in there for centuries without no-one paying any heed.
In our campaign the characters have some rivals and enemies dating back to start of the campaign. They too are still alive and well, coming against PC's every now and then. They are also around level 50 now and very powerful in their own right. Both parties are wary of each other and do not confront each other directly, unless it is absolutely necessary since everyone's now fighting for some bigger than personal gain. Funnily, PC's don't anymore bother for magical sword's and stuff. Our paladin, for example, when in need of sword just goes in his cathedral's armory and get his hand on the first sturdy looking sword he sees (many reasons for this, actually). Our god worshipping characters use most of their magic points thanking their god, and be very careful when asking something.
In short, our playing has gone more and more towards ROLEplaying where the gamesystem is secondary aspect. When we actually need gamesystem, like in battles, we use VERY intensive and tactical approach, that is based on Rolemaster Companion IV's Action Point system, with heavy modifications.
About our rules (a few points)
- Individual spell development, very dangerous spell failures (automated casting fails 1-5, SCMR bonus = realm bonus + 30 + d100 + various bonuses). Result is that everyone casts spells only when really needed.
- Spell Resistance System that allows a low level magic users to do some bad stuff against anyone, given time (Magical language etc)
- RR vs. poisons & diseases: Character level always 1 whereas poison & disease levels can be sky-high.
- Combat Styles from Combat Companion wisely used can cause very much trouble to high-level characters.
- Highest penalty (task difficulty, wounds, hits, fatigue etc) is always a percentage.
- Shield is a situational obstacle, so it is also percentage (if it is a highest negative modifier)
- fatigue penalties are the real pain, and fatigue increases fumble range. Weapon Fumbles are copied from RuneQuest, so everyone fears those like hell and get some rest every no and then even taking turns in tight battle.
For example a our lvl 40 paladin with +325 OB gets a arrow wound on his leg resulting -30 penalty. His OB drops down to 0.7x325= +228 which of course is still a huge number, but against three or four 5th level fighters who use every trick in the book, can be really dangerous (leg wound severely hinders movement, so while two fighters parry for their lives, one maneuvers behind to seek a free strike on back).
To go on, in our campaign the PC's are now heroes (meaning, ruling class) of their little nation (some 25 000 citizens). Their problems are in bigger scale, like how to get resources, diplomacy with much bigger and war-like neighbor and sometimes even warfare leading their tiny army of some 3000 warriors. We use of course War Law in such things, what a great supplement!