In regards to the comic book argument on the previous page-
While one superhero might be cleaning up urban crime and another might be stopping universe-devouring eldritch gods, the hero who stopped Galactus one week isn't going to be nabbing purse snatchers the next.
Power creep and relevant stakes are an issue because WE are the only hero. And there's no path, not even a guideline, for us to follow. So, well written storylines with excellent assets and compelling characters risk getting dismissed by players who've already defeated the makers and destroyers of the universe.
I remember I had an idea on Runelabs that generated a fair bit of discussion (mostly about how weird an idea it was). The gist is this: We implement a new quest that's a requirement for most post-6th Age content (the same way MPD is required for most 6th Age quests). In this quest, our veteran adventurer takes on an apprentice, trains them through some misadventures, etc.
Afterwards, we have a cosmetic "2nd character" slot, with its own unique name and appearance, but access to all our skills and achievements. This apprentice character, lorefully a novice adventurer, does any new questlines set after the 6th Age clash of gods.
Typing it up again, I can see how it's pretty convoluted. But, short of introducing a fresh and inexperienced adventurer, I'm not sure how the storytellers at Jagex will deal with players' heightened expectations.
08-Jun-2016 17:29:16