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Retiring old AL adventures -- good idea or the best idea?
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<blockquote data-quote="Pauper" data-source="post: 6969647" data-attributes="member: 17607"><p>I've made my point and will conclude with this:</p><p></p><p>Though the AL admins have stated they have no plans at this time to retire older adventures, the only adventure they have declared as 'evergreen' (which is to say, not subject to retirement) is Lost Mine of Phandelver. They have not and will not say that they will never retire older adventures, because that option is important to the organization of the campaign.</p><p></p><p>The only argument that seems to be made for keeping the old adventures is that retiring them would 'take away options'. I don't see that three full seasons of AL outside of Season One, plus three hardcovers outside the two Season One hardcover adventures, plus convention content, plus Lost Mine adds up to 'not enough content'. As such the real argument seems to be that people would feel bad if they couldn't play certain adventures for AL rewards. While I understand that AL isn't in the business of making players feel bad, the reality is that the admins and authors do spend significant time developing narrative storylines, both within seasons and foreshadowed for future seasons, and while people may not care about them, the AL does use them in how it runs the campaign.</p><p></p><p>Nobody seems to have bothered to make what I consider the best argument for maintaining the old adventures -- distribution is simple now that AL has moved to the DMs Guild, and as long as the old adventures continue to sell, there's no reason to deprive their authors of income by retiring them. As long as the benefit to those authors exceeds the problems caused to the campaign by maintaining old, outdated content, keeping the old adventures in play makes sense.</p><p></p><p>But it is very likely the day will come when it no longer makes sense.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 6969647, member: 17607"] I've made my point and will conclude with this: Though the AL admins have stated they have no plans at this time to retire older adventures, the only adventure they have declared as 'evergreen' (which is to say, not subject to retirement) is Lost Mine of Phandelver. They have not and will not say that they will never retire older adventures, because that option is important to the organization of the campaign. The only argument that seems to be made for keeping the old adventures is that retiring them would 'take away options'. I don't see that three full seasons of AL outside of Season One, plus three hardcovers outside the two Season One hardcover adventures, plus convention content, plus Lost Mine adds up to 'not enough content'. As such the real argument seems to be that people would feel bad if they couldn't play certain adventures for AL rewards. While I understand that AL isn't in the business of making players feel bad, the reality is that the admins and authors do spend significant time developing narrative storylines, both within seasons and foreshadowed for future seasons, and while people may not care about them, the AL does use them in how it runs the campaign. Nobody seems to have bothered to make what I consider the best argument for maintaining the old adventures -- distribution is simple now that AL has moved to the DMs Guild, and as long as the old adventures continue to sell, there's no reason to deprive their authors of income by retiring them. As long as the benefit to those authors exceeds the problems caused to the campaign by maintaining old, outdated content, keeping the old adventures in play makes sense. But it is very likely the day will come when it no longer makes sense. -- Pauper [/QUOTE]
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