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<blockquote data-quote="Steve_MND" data-source="post: 6775754" data-attributes="member: 6801314"><p>Having some sort of restriction that requires mods be played in a certain order (or, heaven forbid, permanently locks a character away from ever playing again should the player be unfortunate enough to never get to play one of the 'escaping' mods') is a terrible idea, imho. One of the underlying pillars of Organized Play has always been the compartmentalized nature of the modules and scenarios -- indeed, that's one of the major draws. if you miss a mod because you never were able to make it to a table running it, fine; you can try and get it later. If you have to play a mod out of order because of scheduling issues, that's fine as well.</p><p></p><p>Regardless, I really, really feel that AL should avoid trying to shoehorn in the 'campaign twist of the week' unless it organically fits within the narrative itself. The entire 'madness' mechanic in Season Three, while interesting, doesn't work well for AL, because it was shoehorned into an existing campaign already well underway, is a momentary (and awkwardly-implemented) fad, and will fade away again at the end of its six-month run, never to be seen again -- much like wingwear and elemental nodes.</p><p></p><p>I'd hate to see a Ravenloft-like 'gimmick' wedged into the AL campaign as well for no other reason than for the fact that it might be a book or something. Same thing if a Spelljammer supplement came out (be still, my beating heart), or a Planescape supplement. A one-off mod along those lines? Sure, why not. But a whole campaign season devoted to it, with the mechanics clumsily duct-taped to the side? No thank you.</p><p></p><p>Now, a separate, unrelated AL-type organized play campaign based in Ravenloft? That might be something interesting (but never gonna happen at this rate, as WotC can barely keep one OP setup running smoothly with its current structure).</p></blockquote><p></p>
[QUOTE="Steve_MND, post: 6775754, member: 6801314"] Having some sort of restriction that requires mods be played in a certain order (or, heaven forbid, permanently locks a character away from ever playing again should the player be unfortunate enough to never get to play one of the 'escaping' mods') is a terrible idea, imho. One of the underlying pillars of Organized Play has always been the compartmentalized nature of the modules and scenarios -- indeed, that's one of the major draws. if you miss a mod because you never were able to make it to a table running it, fine; you can try and get it later. If you have to play a mod out of order because of scheduling issues, that's fine as well. Regardless, I really, really feel that AL should avoid trying to shoehorn in the 'campaign twist of the week' unless it organically fits within the narrative itself. The entire 'madness' mechanic in Season Three, while interesting, doesn't work well for AL, because it was shoehorned into an existing campaign already well underway, is a momentary (and awkwardly-implemented) fad, and will fade away again at the end of its six-month run, never to be seen again -- much like wingwear and elemental nodes. I'd hate to see a Ravenloft-like 'gimmick' wedged into the AL campaign as well for no other reason than for the fact that it might be a book or something. Same thing if a Spelljammer supplement came out (be still, my beating heart), or a Planescape supplement. A one-off mod along those lines? Sure, why not. But a whole campaign season devoted to it, with the mechanics clumsily duct-taped to the side? No thank you. Now, a separate, unrelated AL-type organized play campaign based in Ravenloft? That might be something interesting (but never gonna happen at this rate, as WotC can barely keep one OP setup running smoothly with its current structure). [/QUOTE]
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