So, this is just where I'm at on a personal level, though I suspect it will sound familiar to many. In my opinion, there is really nothing wrong with low level
content. It's low level
roleplay that can be unrewarding.
It isn't intrinsically unrewarding. In fact, when the right circumstances occur, I think it's some of the best roleplay one can get as everything is new and exciting, the fear of death makes everything a bit more intense (both IC and OOC), and the building of a character's personality happens in a more realistic and organic fashion. But it requires something that is hard to find, and that is a regular playgroup.
Without a regular playgroup, somebody that you team up with on an adventure one week can be well out of your league (in terms of combat prowess) a couple weeks later. Roleplay with that character doesn't exactly die if you catch each other at a campfire, but it does change, and not really for the better.
This leads to lots of retelling of the same tale, to people unloading their character's entire past on you after knowing you for five minutes, and to the stifling of more meaningful roleplay relationships until you can keep up with them on their adventures. A revolving door of half-formed relationships doesn't make for a superb roleplay experience. Now, I'm sure several people can regale us with tales of their favorite and most influential characters that were total weaklings, that never left the campfire, etc. etc. etc.
You are a special breed. You deserve props. But most of us very much enjoy the mechanical aspects of this game. The complexity and variation are some of the things that brought me back here after 7 years of playing skyrim and the witcher and everything in between. It's why the sourcebooks are almost entirely filled with mechanical things for us to toy around with, and it's why most of us design a character with max level in mind. It's fun to realize your characters full butt-kicking (or lack thereof, depending on your purpose) potential.
Like Flasmix and others, I hate the grind. But I do enjoy high level play much more than low level play (
at this point on this server). Particularly after experiencing lots of low level play over the years. I very much enjoy character vs. character interactions and combat when both characters are on a somewhat more level playing field, and as long as you're willing to torture yourself by being Questrunner2000 (should probably be my login name at this point) or by becoming Grindmaster McGee for countless unfun and uninteractive hours, that is exactly where you're going to end up. On the level playing field known as level 30. It's not a mystery. It's a foregone conclusion. It's just a matter of time, which is what I think we're all concerned about deep down. Some people think it SHOULD be work. Level 30 should be EARNED. Some think it should not be work, but fun. This is a fundamental difference and what I propose as an xp system will very quickly tell you which sort of player you are.
And here it is in a nutshell after a TLDR intro:
We decide what a reasonable time frame is for a character to go from level 1 to level 30. We divide the xp required for level 30 (ECL 0) over the number of days we decide is reasonable. It is automatically granted to you on a daily basis.
Quests do not give xp. They give gold. Mobs do not give XP, they give gold, items, and fun. DM's do not give xp (or items, for that matter, but that's another argument for another day). The only way to gain xp faster than your daily allotment is via roleplay xp.
It completely eliminates xp as a distraction from the more interesting aspects of this server.
That's the gist. Yes, a player can log in after the time frame with a level 30 character they didn't "earn." So what? They will not have had fun in the meantime. They will not have cultivated roleplay relationships. They will have terrible gear.
We would probably need to put some checks and balances in place so it doesn't get out of hand or abused in unforeseen ways (i.e. limit on number of characters in vault, or bosses you must kill to progress past certain level increments, or forcing you to level up at 20 to abide by the 3b20 rule or other clever things I haven't thought of), but I would really love to see what sort of player this would cater to. Would it be incorrigible power gamers? Or people that just want to have fun with roleplay and adventuring? A mix of both and more, all for their own reasons for preferring such a system? A separate instance of the server with these xp rules in place would make for an interesting sociological experiment if nothing else.