@Pyrephox said in What is the 'ideal' power range?:
It's a struggle to accommodate them in the typical 'find thing, beat up thing' plot without making it either trivial for them or impossible for anyone who isn't them. I think a game has to be built to give them an arena that really showcases the privileges and perils of power...and most games aren't.
I agree and I like your phrasing. Let me go down that path a bit.
The majority of plots on MU* tend to be one of two things; either combat-oriented "find thing, kill thing" as you call it, or social get-togethers. There is no deep reason for this other than convenience - although it's definitely possible to run different scenes as well these are easier and don't require the ST/GM to know much in advance about the characters who'll be joining.
For example if I create an +event to go kill a Bad Thing up in the mountains the footwork needed in advance is pretty limited. I don't even have to know who's going to join (which might be decided based on who's online at the time, no matter who signs up).
However throw high level characters at this and it's all different. Why does it take two Archwizards and the Lord Captain of the Paladins to down an owlbear? I'd have to turn it into a dragon instead, but then what about the two squires and the fledgling bard who joined as well, what is their role in the party? I'm either going to challenge the highbies by things that would decimate the lowbies, or I'm going to bore the former with the trivial threats I throw at them. Either way that won't be fun for half the participants.
This isn't to say that plot runners are lazy. It's that we all tend to take the path of least resistance, and that includes creating themes for entire MU*.
Now here's the rub: How are these issues best solved? For example is a forced power curve successfully addressing the problem given @Tinuviel's point earlier about mechanical stagnation when effectively there is no longer a progression? Does gameplay suffer in a different area when the carrot of power advancement is no longer present, effectively treating one issue but creating another elsewhere?