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So what are the thoughts on the RPGA?

I did a little research on the RPGA back in 3.x and I read mostly bad things, mainly about the lack of roleplaying and the prevailing powergamer mentality where only fully optimized characters need apply.

I thought that attitude far predated 3.x actually.

Well whatever, I've never really messed with the RPGA, in the old days it did have membership fees and such, and I thought it was mainly for the D&D games at cons and stuff. I've always been the more casual gamer that games in the small informal groups that nearly every D&D player is familiar with.

It sounds like at least these days it's kind of the tabletop equivalent of an MMO, and I don't mean that in a bad way. You make the character, it has to follow certain rules of course, to maintain balance and the like (and even in the old days DMs in informal games had their rules about importing a PC from another DM's game). But then you just play any offically sanctioned game in a large shared world. Naturally, it's probably feel more limited than an average D&D game; the DM can't necessarily use whatever he likes or tweak the rules certain ways, and there won't the typical campaign of a regular D&D group. But it doesn't sound too bad for trying to find a new group of players to game with.
 

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As far as I am concerned, the RPGA may as well not exist.

I don't know what value it has to Wizards of the Coast aside from the obvious (but not obviously meaningful) concrete numbers of active D&D players they can provably claim, but since I have no interest in playing in or running "public" games, and don't see much point in reporting my "private" gaming, it's pretty irrelevant.

I would be interested to know what value the people running it believe it has beyond providing those concrete player numbers for annual reports to management. :)

First, for time-strapped people, the RPGA provides a large number of prepared adventures. They can be played publicly, such as at a convention or FLGS, or privately at home with your friends.

In addition, if you have trouble gathering people together to sit down and play, the RPGA adventure format allows you to jump into a campaign adventure without organizing the specific group in advance.

In both cases, the RPGA adventure format gives the player or DM the freedom to play in cases where, whether for time resources or access to local, devoted gamers, standard home play is not an option. Trust me, I've had to live a good portion of my life like this. Sometimes, my game choices are RPGA or nothing.

Even if you have the time and player access, the RPGA still gets you an extra connection to WotC. They are the target pool for playtesting new material, for example.
 

This thread has post after post about why RPGA is great.

I have a regular group. The RPGA is casual play. You show up on an RPGA day or not. In a home game deciding at the last minute not to show can punk the whole event for everybody involved, not so with RPGA.
 

As far as I am concerned, the RPGA may as well not exist.

I don't know what value it has to Wizards of the Coast aside from the obvious (but not obviously meaningful) concrete numbers of active D&D players they can provably claim, but since I have no interest in playing in or running "public" games, and don't see much point in reporting my "private" gaming, it's pretty irrelevant.

I would be interested to know what value the people running it believe it has beyond providing those concrete player numbers for annual reports to management. :)

Well, reporting your private gaming does get you ship tiles, but it's perfectly plausible and reasonable that you may not care about that. :)

But in terms of value to WotC! I have purely antecdotal evidence that it brings people back to the game; both in Boston and down here in Maryland I've met people who haven't played for over a decade who've decided to give LFR a try. This sort of makes sense to me given that I'm doing in-store play; it's a fairly visible way to play the game.
 

This is what I would like to do with the RPGA, but I don’t know if it is possible.

  • Become a RPGA DM (I tried to find this test on the wizard site, but it was too confusing and I don’t know any RPGA games to go to so I can join.)
  • Run home games and have all my home game players join the RPGA.
  • Use my own adventures.

And that’s it. No going to play with a bunch of strangers. I want play with all my friends and get the free stuff.

Maybe in the future after DMing my home games for the RPGA, I can start my own RPGA in my town.
 

I don't know what value [the RPGA] has to Wizards of the Coast aside from the obvious (but not obviously meaningful) concrete numbers of active D&D players they can provably claim, but since I have no interest in playing in or running "public" games, and don't see much point in reporting my "private" gaming, it's pretty irrelevant.

I would be interested to know what value the people running it believe it has beyond providing those concrete player numbers for annual reports to management. :)

This I read as two separate questions. The first is what benefit does the RPGA provide to players, particularly those who don't play "in public." Let me answer personally first.

When our daughter was born in 2001, my wife and I decided that we needed a hobby to help us have some time for ourselves--as my wife would be home from work and has the tendency to get a bit stir crazy. We'd played DnD for years in high school and college, so with the release of 3E, we thought we would give it a try again.

Unfortunately, there weren't a lot of players in our area running home campaigns, but playing with them wasn't feasible for a variety of reasons. I'd run dozens and dozens of home campaigns over the years, but I now had no time to do all the prep work with job and family and other obligations. This was when Living Greyhawk was getting started, and there were some semi-local players holding game days and conventions, so we thought we'd give the RPGA a try.

Perhaps we were just lucky, but our first experience was wonderful. The DMs were great, which made the adventures fun. The other players were a mixed bag, but we were able to meet players who shared our interests and situation, and from that we were able to put together regular home games. But since schedules of the players was so erratic, the setup of the Living system was perfect. People could show up or not, because we had a group of people to draw from. People who missed games could make them up by playing them elsewhere and still be on the same page (and roughly the same level) as the rest of the group. I know many RPGA members who never attend public events. They use RPGA content for their home games, free of charge, and are very happy with it.

Now on a more personal note, I did find some of the RPGA rules and regulations off-putting, and some of the adventure writing was weak. So I got involved. First is was just volunteering to do some work for the LG Triad for my region, and one thing led to another. It was a great deal of work, but I was able to ultimately get my work in front of people at R&D themselves. And now I have my work on bookshelves. So what did the RPGA do for me? Only give me the opportunity to pursue and fulfill one of the my childhood dreams. :-)

The second question you seem to ask is what does WotC get out of the deal. Perhaps to start I should note that the RPGA is more than just Living campaigns. All of the D&D Worldwide Game Days are managed through the RPGA. Much of the playtesting of the 4e rules was done through the RPGA. Some of the content the RPGA provides is aimed at giving local game stores a way to draw in business, thus keeping gaming healthy and growing. I would say that "concrete numbers" are probably one of the least important things the RPGA offers WotC. It is more like the RPGA offers WotC an organized and reliable line of communication to and from a large, diverse, and motivated player base. At DDXP and GenCon this year, I got to watch (and even sit down with one of) several WotC staff members as they ran games in the RPGA area--both longer 4-hour adventures and shorter delve-style events. I don't think I am exaggerating when I say that doing so was fun for the players, but an incredibly valuable and eye-opening experience for WotC staff. The value of seeing how players are using their rules in a controlled setting, seeing what questions came up or what rules were misused, is something they can take back to their desks and meeting as use to improve the game. I played in a 17th-level game run by Mike Mearls, and I can say that there was a great deal of discussion about rules, and a couple of times Mike seemed surprise by rules assumptions that we were making.

The RPGA keeps data on how often and what types of games people run. This can allow them to contact certain people and gain insight into play experiences. They know that Bob runs a game day every Thursday that usually seats 8 tables of players and DMs, most running adventures of levels 7-10. They can contact Bob directly and say, "How many people are playing x or using y? How are your DMs handling this rule?" It is more than numbers.

Oh, and you get free swag for being a member and/or being an RPGA DM: Andy Collins' 4e-updated "The Village of Hommlet" adventure for signing up, and this period DMs got ship-based Dungeon Tiles. It's a small thing for some, a big thing for others, but both products were excellent to me.

While I am obviously a big fan of the RPGA and an administrator in one of its current campaigns, I need to be clear in one thing: it is not for everyone. If you are only running home games and have a solid player base, if you create your own content (or if you are content with buying adventures), and if you don't want or need to interact with WotC or the gaming community as a whole, there really is no need to join the RPGA or worry about it. As long as you are having fun playing or DMing your games, rock and roll! That's why we all should be here.

Thanks,

Shawn
 

This is what I would like to do with the RPGA, but I don’t know if it is possible.

  • Become a RPGA DM (I tried to find this test on the wizard site, but it was too confusing and I don’t know any RPGA games to go to so I can join.)
  • Run home games and have all my home game players join the RPGA.
  • Use my own adventures.

And that’s it. No going to play with a bunch of strangers. I want play with all my friends and get the free stuff.

Maybe in the future after DMing my home games for the RPGA, I can start my own RPGA in my town.

You can absolutely do this. Lots of people do.

You no longer have to take the test to be an RPGA DM. The simplest way to do this is to go to the Customer Support part of the Wizards site. Tell them exactly what you said here, either via their email link or even by calling them directly on the old telephone. They should be able to get you an RPGA number, and then send you RPGA cards for your players. Then you just play as usual. The only extra step is that you report to the RPGA when you play. You order a "home game" event, and then when the game is over you report who played. Done.

Shawn
 

This is exactly what i was hoping to hear. Do you happen to have the email for RPGA Customer service? Every time I try to use the WoTC link to customer service I get kicked out by a technical error...
 

So it looks like RPGA is a good idea to get in extra gaming or to meet new people to game with... great! Now if I can just find a store that has RPGA games going on; unfortunately for me I live in an area without many gaming stores - almost all of them are over 30 miles away or are these tiny little hole-in-the-walls that mostly cater to Warhammer.
 

I would be interested to know what value the people running it believe it has beyond providing those concrete player numbers for annual reports to management. :)

For me it has the following advantages:

-Free prewritten adventures that are official and reviewed by the R&D department of WOTC to make sure they are balanced and at least at a minimum standard coming out on a regular basis, so I don't have to write them myself
-Constantly having an influx of new players into our games so as to avoid the boredom of playing with the same players every week forever
-Because of the constant influx of new players, I also have a constant influx of new friends
-The ability to travel to other locations in the real world and not lose the XP and Gold that I've earned from playing. It feels good to know that if I go to GenCon, I'll be able to sit down with my 9th level Avenger and be able to play him. I won't have a DM telling me that he's too high level for his game, that he doesn't like Avengers or that I can't use my magic items.
-Even if I move to another city permanently, I can continue playing my characters, AND I have the ability to walk into a store in the new city and sit down and play a game. Also, I'll likely get a start on meeting new friends and building a new community.
-Somewhat related to the above, but it gives your characters a sense of continuity. You know your character will survive any particular DM, or group of players.
-Allowing people who want to get started in a career in the gaming industry a chance to write adventures and have them published
-Creating an online community of people who have a shared experience. This allows people on message boards to discuss what happened when THEY played COR1-1 or whatever and the differences in what happened in various tables. It allows people to swap DMing advice and tips and so on. (I know, this particular benefit is shared by ANY published adventure, but the RPGA publishes more adventures than anyone else does.)

Chris Wachal
POC - Akanul Region
Living Forgotten Realms
 

Into the Woods

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