@Arkandel My opinion is that MU altogether has a vision problem when it comes to "power range".
MU can't seem to decide if these are RPG games where the systems matter, or if they're just writing with systems used for dispute resolution. (RPGs with writing or writing with some RPG systems thing). To make matters worse, there are the following problematic factors:
- All players want to be included regardless of power level. It is not common to see events gated to players of specific levels/xp ranges.
- PVP/PK/IC Death is largely non-existent. This creates an environment with extremely low risk to the point of risk altogether being a matter of choice. This upsets the natural "life cycle" type balance in terms of PCs getting clipped trying to get to higher levels due to PC death through failure. It's not "I hope my PC gets to this level" but instead "Here is what I'm going to do with my inevitable xp reward". The major PC killers are IC relationships and game closure.
- Does power level matter due to #2? If a brand new PC is allowed to join a 3 year old dinosaur PC in going into Leviathan to fight Pinhead himself and death is only on the table for the new PC if they choose it to be, then does power level TRUUUULY matter?
Been saying this for a while, but games need to stop being vague about their approach. My own personal feeling is that risk-only-by-consent creates some really bad habits and some really ridiculous no-selling. If the game owners want it to be an Online RPG, then they need to state in the wiki that they will be using hit points, dice, and will be following the system's mortality rules. If not, I suggest the games that just want to be "writing places" get the fuck out of using these systems and use low-maintenance dice systems like FS3. Using systems like WoD/StarWars/etc and then not fully utilizing these systems is confusing to half of the playerbase.
tl;dr: If you're a writing game power levels dont matter and the entire concept of level/xp/etc needs to be done away with altogether. If you're an online RPG, then scenes/events should be explicitly gated for xp/power level and the constraints on PC death should be released. The major difference between a story and a game is that in a game you do not have control over the results of the risks; you can only choose whether or not the risk is worth the reward.
(Weird: point #3 is listed as 3 in my edit but shows as 1 again. Oh well.)