The point of contact between D&D and reality
Low-level D&D creates storytelling drama. At tier one (levels 1-4) D&D happens right at the point of contact between the world of a Dungeons & Dragons game and our lives. In higher tiers of play, characters, and the types of adventures they go on, diverge farther and farther from our lived experience. But from levels one through four, D&D’s drama can hit very close to home.
As a level-one character we climb, swim, and run. We pick locks and actually face a chance of failure. At higher tiers, the rogue’s class abilities let them circumvent all but the most complicated locks. In tier one, we confront fantasy versions of threats we know from the real world. We interact with nobles who have far more wealth and influence than us. The rush of adrenaline in these situations is as real for us, as it is for our characters. The tension of these kinds of low-level challenges is easily relatable.
Let low-level D&D show local consequences of cosmic threats
Higher-tier adventures become more and more exotic. Parties at these higher levels take on continent-spanning challenges, and eventually face threats to the multiverse. But nonetheless, tier-one adventures can be filled with fantasy, wonder, and exploration. The characters confront local consequences of potentially cosmic threats. A party might face the demonic minions of a much more powerful overlord. Or they might have save a village from the fallout of a cosmic catastrophe such as a moon crashing into the planet.
The world can be as fantastic as we want it to be. But low-level characters most often will face a snapshot of the big picture. They sit downstream of whatever greater threat is cooking out there. So by design, the scenes we set, and the situations we throw our characters into, are easier to immerse ourselves in. We, as human beings, have no real experience of planar travel, of battling gods, and world-eating monsters. We do, however, know what it feels like to stand up for our home town. The types of encounters we DMs throw at players and the solutions they come up with hit close to home.
Low-level D&D’s low barrier to immersion
These low-level adventures make the hardest part of creating and running an adventure easy. Drawing in the characters. Making the story that unfolds at the table relatable. Making the human beings around the table feel the drama of a scene or an entire adventure. With more outlandish enemies and challenges we as DMs have to work to make them interface with reality. We resort to metaphor and allegory. But we’re never closer to the point of contact between fiction and reality as we are in these early levels of D&D.
In tier one, the fantastical remains contained enough to let us insert human drama into the story without distraction. The characters can’t confront the world-ending elder evil themselves. Yet, they must save their hometown from the consequences. They must save each other. The scope of these problems easily creates drama. High-level D&D tends to trade human drama for grandeur, epic scale, and super-heroism. Embrace the down-to-earth quality of low-level D&D that higher-tier adventures leave behind.
Related Illusory Script Articles
- Preserving Immersion in D&D: The DM’s School of Illusion
- Seeing the World Through the Characters’ Eyes: A DM’s Theory of Mind
- The Awesome Experience of Playing D&D with Friends
Links & Resources
- Mike Shea: “Scaling the Story to the Level of the Characters” – https://slyflourish.com/scaling_the_story.html
- Teos Abadia: “Why Do Heroes Leave Their Home Base Behind?” – https://alphastream.org/index.php/2021/10/14/why-do-heroes-leave-their-home-base-behind/
- Mike Shea: “Tier Appropriate Adventure Locations” – https://slyflourish.com/tier_appropriate_adventure_locations.html