I personally prefer roleplays where the maximum power level of the player characters is equal to that of a semi-powerful NPC from the videogames, like Lydia or an Ordinator or Hieronymus Lex.
I think that's probably a bit low a ceiling for TES, if you're capping things at "just about the level of a competent guard". If Jauffre or the Grey Fox or something isn't within reason, there's probably a few too many things that would just... blow you over. Unless I'm misunderstanding.
But without the major compression the games experience, it seems like it would be a bit... painful to have the maximum level of ability one that would make dealing with a bandit camp a life-threatening struggle?
Nevertheless, since both opinions given seem to be in favour of not reaching single-handedly reshaping continental politics, how does this sound for a plot hook/starting point:
- After the Dragon Break has resolved, the Empire has found itself pressured into accepting a Dragonborn emperor (details unforthcoming unless people specifically approach them, including what plots they specifically were involved in)
- Whilst their focus is on opposing the Aldmeri Dominion, they've got the reformed Blades working in High Rock to try and reestablish ties diplomatically/through bribing them with problem solving.
- The PC's are therefore a mix of official agents and local mercenaries.
- Rough starting equivalence would be level 10 or something--enough to get steel/non-rubbish tier equipment, and accomplishment in a skill or two, in plain terms.
- The level and equipment thing isn't exact. It's possible to have better or worse, but anything really noticeable is going to be a thread I will take far too much glee in using at some point. By which I mean: really expensive stuff or any lore item.
Much like Morrowind, this is a perfect excuse to run around establishing local cover, doing completely unrelated things, and totally ignoring the main quest until it's convenient.