Road to Legend is a Nietzschean game.
But I'm getting ahead of myself. Before I start exposing my point, let me first tell my tale.
I am Ispher. My adventure started when, in a small Tavern of Tamalir, I barely passed the admission test to join a band of heroes resolved to defend Terrinoth against a terrible Beastlord plotting the enslavement of the whole continent. I suspect I was admitted not because I was particularly Skilled (although, funnily enough, I actually was), but rather because my competitors, Lyssa and Red Scorpion, were even worse losers than I.
I was such a weakling compared to my companions Nanok the Cautious, Tahlia the Weapon Master and Prodigal Mad Carthos!... While I kept having to use half my fatigue to kill even the weakest servant of the Beastlord, my friends were cleaning up left and right with power to spare. Soon, I was asked to stop wasting my efforts in combat and instead do errands like opening chests, activating glyphs or getting spare change.
That's when I resolved I would, one day, become more powerful than any of them.
Meanwhile, the Beastlord wasn't easy on us. His lieutenant Sir Alric Farrow had teleported right at the beginning of the game on Tamalir, and we had but a few weeks to scramble for better weapons and maybe new skills to face him. We even hoped to find something to face him in the Caverns of Thuul, but all it got us was a 30-point lead for the Beastlord! While Alric was sieging, we built the walls of Tamalir as high as possible. Just before the city was going to crumble, with new weapons and new dice, we attacked and, because Alric foolishly believed he could still crush us, we killed him!
Early silver saw the Beastlord raze places left and right, making us despair because all the good skills were dissapearing into oblivion... But then, in the Fool's Rapids, came the turning point...
Fast forward to the Gold Age...
I am Ispher. I am a Knight, burn of an Inner Fire, have the Eye of an Eagle, Fire my attacks with the most incredible Rapidity. With my equipment and one potion, I am able to fire 10 attacks a turn at a minimum of 6 range, +2 damage, Pierce 3, Sorcery 2. I AM ISPHER, THE MOST POWERFUL LIZARD ON TERRINOTH!!!
...Was.
I had become too powerful for our OL's taste, so he house ruled that Rapid Fire is exhausted like Quick Casting. Only 6 attacks then. Oh well.
However, our OL also complained that the game had become too unbalanced and proposed a series of amendments that would indeed make the dungeons and encounters more balanced during the gold age, but that would have been too harsh if applied at the beginning of the game. Besides, the game as a whole is still balanced: the OL is indeed gaining less conquest in dungeons, but since he is gaining 4 CP/week for razed cities, our sessions end up more or less even, and the OL still has a 40-point lead over us. The game in terms of CP progress is still balanced; it is just the combats that are not.
Now I come to the theory.
In a campaign game, there are three possible structures:
1) Flat, where the two opponents' strength evolves at the same level;
2) Uphill, where it gets more and more difficult for the heroes;
3) Downhill, where it gets more and more easy for the heroes (or more and more difficult for the OL).
We are quite used to games with a flat or an uphill structure, and maybe we think "that's the way it should be". Road to Legend obviously has a downhill structure, which is very unusual (I cannot think of another game like it). But such a structure also has its advantages:
a) It reduces the danger of ending the game "shortly before the finish line", which can be quite frustrating (not knowing what could have happened in that final keep - oh, the torture!...)
b) It maximizes happiness in the sense that in longer games (those that count emotionally more), the greater number of players (the heroes) win
c) It allows for spectacular "rags to riches" stories like mine, which is, I assure you, a great experience to have! That's why I started by writing that Road to Legend is a Nietzschean game: you can indeed become a Superman! And here I want to praise the ingenious setup of the game which, when you reach this level, doesn't last much longer: since the dungeons are cleaned up much faster during gold than during copper, and since the OL also gains more CP per week, the gold age lasts about three times less longer, in actual time, than the copper age... So the game doesn't give the players enough time to become boring.
d) It is, in a way, fitting that the evil OL is squirming with fear in his keep near the end of the game, afraid of the heroes that are coming. Think of Hitler in his bunker. Think of Saruman in his tower of Orthanc. If you are not prepared to play this role after having slapped the heroes around for two thirds of the game... Just don't play the OverLord.
Road to Legend has something very original; I am not sure it needs as much fixing as some people say. To make it a game more like other games, sure, it would need fixing. But do we want it to become more of the same? Do we want to turn it... Flat?