JamesDixon
GM Extraordinaire
Okay... I guess Gary was doing it wrong when he wrote that most adventurers should retire at 7th level and the players roll up new characters. The Holmes Basic Set only went to level 3. The supplement went to level 6. They kept adding to it to increase the level limit, but Gary always stopped his games at level 7. Your character was supposed to retire and building a building suitable to their profession like castles for fighters.
Well, mostly because Gary thought the game stopped being fun at too high levels. That's why he designed modules like Tomb of Horrors to give players something to test their high level characters against.
And his reasoning was pretty solid because D&D is designed for mid-level adventures, once the level gets too high it just ends in ridiculous bloat.
That philosophy followed in AD&D as well. If you read the class descriptions and the DMG you'll see that it's heavily emphasized to retire the characters between 7-9.
Gary didn't really care for what Metzer did in the Red Box BECMI series. He hated the high level campaigns and saw how the system broke down once you reached 14th level. At 36th level the characters are essentially gods and can destroy the world if they wanted too. That's why they never printed stats for any of the gods to keep players from killing them. LOL
Bold added above by me.
This is an interesting discussion overall, I just wanted to remind you that the Deities & Demigods has been a thing since AD&D 1E (later re-branded as Legends & Lore, but it was the same thing) which let you take a rip through all sorts of fully statted pantheons if you were so inclined. These ranged from various real world deities like Thor, Odin, etc. as well as creatures from fiction such as the Cthulhu mythos, Elric, Fafhrd and the Grey Mouser, etc. depending on the version of the book you're looking at.
If you simply meant that the gods of the setting weren't published, that's probably true, except possibly some Time of Troubles materials printed for the Forgotten Realms in AD&D 2E. But still, the Deities & Demigods book did have god stats and did allow for this style of play if you were so inclined.
Generally though, I agree, classic D&D of whatever stripe just breaks after mid-levels and stops resembling the game you started. Most of the abilities that start being available are ridiculous and the world would have to be imagined as something quite different in order to account for things like wizards being able to create portals to just drop their armies or summons into the middle of your castle. You can do this with anti magic shells or teleportation locked areas, scrying and so on, but the entire world should be designed with that in mind and it becomes a very high fantasy and high magic affair as opposed to how the usual classic campaigns are portrayed. This is all assuming that your table cares about verisimilitude and narrative consistency. If it's more of a beer and pretzels monster bashing thing, go nuts.
I completely forgot about Deities and Demi-Gods, so I stand corrected. Thank you for that.