Listening to the Incredibles soundtrack makes me wonder if anyone would go for a espionage themed game.
Specifically I'd wonder about starting out with really fairly down to earth missions (eg; someone launches an assassination attempt on the person the PCs are merely shadowing; a routine info drop gets messed up when an informant is hospitalized and the hospital has the briefcase they were supposed to drop) and then develop into all-out goofy ass Bond shit, satellites and volcano bases etc.
@Leucrotta here’s the thing: getting sheep to market is a lvl 1 task. Planar shifts are level 10 and up. D&D is one of the last places where predictable, steady advancement through accomplishing task still happens. So not only is it welcome, it’s a big draw for why it’s still being played.
Which sounds like a standard level development thing - or is it?
In *theory* a standard D&D game starts with say, fighting goblins and ends on completely goofy, fighting rebellious demon lords in the heart of a living colossus. But it feels like D&D codes acceptance that it's gonna eventually be that extra, compared to "winter's unusually harsh when we need to get sheep to market WHOA SUDDENLY PLANAR RIFT."
In any sort of game, is such a tone shift actually welcome if not initially signaled?