@faraday said in What is the 'ideal' power range?:
I don't see why this needs to be a global decision.
Here's why:
Because for these games to function properly all players need a clear vision of what the game is and how it is to be played. This also requires an understanding of what the game is not. Generally speaking, a game of players approaching horror like it's Hellraiser is fine, but the 5 players approaching it like it's Buffy the Vampire slayer (while this may be fun for them!) is distracting. Theme is important for cohesion, as is an expected playstyle.
You also mentioned about whether or not it's NOT FUN for newPlayer to be left out of the Hellraiser scene. Here is why that matters:
Because if GAIN matters (xp, level, stats, skills, equipment) and the MU designs rewards related to those, then those rewards are meaningless if a new PC can come in and ball at the same level as a character who has 3 years invested. Allowing this lessens the work players put into getting to that level. If the 3 year player is supposed to be reacting to a scene as if it's dangerous and some 1 day out of cgen player can join in and operate at the same level, then the importance of those rewards is drastically lessened.
Of course, if FUN and WRITING are the goal, then by all means let the 1 day old character get in there, but if it's a GAME, then those rewards determine capability and ultimately the 1day character should be in mortal danger fighting with the dragon with their scrawny arms next to the elder.
This is where cohesion and vision often fails in MUs. BSG games made sense because xp level didnt affect the outcome because those stories were more about survival. In the show even Starbuck died. The setting begins with literally billions of high level NPCs dying due to wrong place, wrong time.
But the classic game experience where xp/skill level matters introduces Luke Skywalker as a bratty teen in part one, not "able to fight Vader alongside Obi-Wan because standing by the Falcon watching isnt fun"