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Retiring old AL adventures -- good idea or the best idea?
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<blockquote data-quote="Koren n'Rhys" data-source="post: 6968843" data-attributes="member: 66792"><p>And in response to your original statements up above:</p><p>I see 3 paragraphs firmly centered on "the narrative" as your reason. As I've tried to lay out, that may or may not matter to many people who don't mind the disjointed, episodic play and can enjoy a stand-alone session then move on to a completely unrelated one next time.</p><p></p><p>The final paragraph on rewards, then. Can you give some examples of something that writers can't use as a reward since it's somehow "tied up" in an earlier season? I DO see the reasoning for a specific mod due to an issue with a specific item that turned out to be too broken somehow, or is supposed to be a unique item. But in those cases you could issue a guidance document or revision to solve that specific problem without canning the entire season.</p></blockquote><p></p>
[QUOTE="Koren n'Rhys, post: 6968843, member: 66792"] And in response to your original statements up above: I see 3 paragraphs firmly centered on "the narrative" as your reason. As I've tried to lay out, that may or may not matter to many people who don't mind the disjointed, episodic play and can enjoy a stand-alone session then move on to a completely unrelated one next time. The final paragraph on rewards, then. Can you give some examples of something that writers can't use as a reward since it's somehow "tied up" in an earlier season? I DO see the reasoning for a specific mod due to an issue with a specific item that turned out to be too broken somehow, or is supposed to be a unique item. But in those cases you could issue a guidance document or revision to solve that specific problem without canning the entire season. [/QUOTE]
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Retiring old AL adventures -- good idea or the best idea?
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