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I've never previously been exposed to that tale. It's extraordinary. I've spent my morning reading the first page of the thread. Thank you for that.The thing that first inspired me to look up D&D in the first place fifteen or so years ago was Tales of Wyre and I've always wanted to play in a game that, at least in part, emulated that experience. I'm very much into the idea of starting at paragon tier, inasmuch as that can be said to exist in Freebooters.
This is the sort of game I want, as well. (Though that sort of carefully-executed high-level demonic summoning is a sub-game specific to 2e/3e and would be harder to pull off in 4e, much less something like Freebooters.) I think what makes the Tales of Wyre possible is that those are very colorful, expressed characters with a certain degree of potency and influence, who -- while allied -- each have their own agenda born of their roles and responsibilities, in addition to their temperament and divergent perspectives.
It's 'easier' to get there after playing characters to a high level (though that takes time). It can be harder to devise such characters with a finger-snap declaration to make L14 characters, which demands -- I think -- that players be willing to dig deep to find those archetypal character concepts they've always wanted to play, but perhaps never had opportunity to. I've a couple characters like that within me who occasionally rear up -- perhaps demanding a short story beyond periodic daydreaming -- and I've found it very interesting to unlock those doors with other players on the few occasions when we've given ourselves permission to do so.
I suspect there might be two advantages we have, here:
a) we're to a large degree divorcing 4e from its 'skirmish combat engine'. Instead of codified power choices defining the character's prowess (and always falling a little short, because there's more/better stuff available at L16 and L21, etc.), we have a more narrative approach. The paladin in Tales of Wyre can be a land-holding lord because we say so, not because they've checked all of the rules requirements for it. And, because it's more narrative, we're a little further along to treating it narratively and asking questions about what it means to be a land-holding lord; what privileges, responsibilities, and conflicts arise from that, etc. Which can illuminate both the colorful, expressed character and potential game material.
b) the 4e run is concluded. All of the books and Dragon and Dungeon articles have been written. There's a wealth of lore to dig through and uncover that can inform the colorful character depiction, and we can be confident that anything not written never will be, as so is wholly open for our construction. This state is highlighted presently by the wealth of 4e Let's Reads happening on rpg.net, and the near-scholarly cataloguing and cross-referencing.
Thanks again for sharing that tale, Lysus. For anyone wondering what sort of endeavor this game might aspire to be, that's a good place to start. It's a tale made possible by the high levels of the PCs, but it's not your standard encounter-heavy, beating-down doors and felling foes on the way to saving the world type tale, so much as an "interesting week in the life of..." tale. If one were the sort of powerful being whose weeks involved high moral quandary involving the machinations of celestial entities.