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<blockquote data-quote="Steve_MND" data-source="post: 6826699" data-attributes="member: 6801314"><p>While I agree with this sentiment as far as the actual setting is concerned, the idea of an 'escape hatch' (or to a lesser extent, knowing where the 'exit' mod is) has <em>zero </em>to do with the setting. It has <em>everything </em>to do with the structure of an Organized Play Shared Campaign, which is based (by definition) on the idea that a player can theoretically take any legal character to any other table of that OP campaign and play there.</p><p></p><p>To look at it a different way, take, for example, if the same rule was put in place with the mid-tier module 1-10, <em>Tyranny in Phlan</em>. What if when you played any modules from 1-1 through 1-9, you <strong>HAD </strong>to have played <em>and succeeded</em> in getting out of Phlan in 1-10. If you did not get that opportunity to play that mod -- or worse yet with the current no-replay rules, did not successfully complete it -- then that character would <strong>NEVER </strong>be able to play in <strong>ANY </strong>other Adventure League module, ever again, because they were still stuck in Phlan. And what, especially, if that story arc was designed to be very insular and tightly-knit from the beginning, meaning it'd be relatively unlikely for that one mod to be randomly played by a group or table, because it really only makes sense properly within the context of the entire story arc.</p><p></p><p>That is -- as far as we've heard -- essentially what they are proposing for Season 4. These suggestions that have been proposed have <em>nothing </em>to do with Ravenloft's setting, and <em>everything </em>to do about the structures of the AL OP Campaign and how it operates. There are precious few ways to drive away new players or discourage existing players that to take a favorite character that they've developed and grown attached to, and manufacture a situation where you must tell them that -- through no fault of their own -- they are no longer able to play them in any other campaign module, ever again.</p><p></p><p>These aren't proposed as a way of lessening the tension of the Season 4 setting; they're proposed to provide an alternative for those people who inevitably have Real Life interfere with their gaming.</p></blockquote><p></p>
[QUOTE="Steve_MND, post: 6826699, member: 6801314"] While I agree with this sentiment as far as the actual setting is concerned, the idea of an 'escape hatch' (or to a lesser extent, knowing where the 'exit' mod is) has [I]zero [/I]to do with the setting. It has [I]everything [/I]to do with the structure of an Organized Play Shared Campaign, which is based (by definition) on the idea that a player can theoretically take any legal character to any other table of that OP campaign and play there. To look at it a different way, take, for example, if the same rule was put in place with the mid-tier module 1-10, [I]Tyranny in Phlan[/I]. What if when you played any modules from 1-1 through 1-9, you [B]HAD [/B]to have played [I]and succeeded[/I] in getting out of Phlan in 1-10. If you did not get that opportunity to play that mod -- or worse yet with the current no-replay rules, did not successfully complete it -- then that character would [B]NEVER [/B]be able to play in [B]ANY [/B]other Adventure League module, ever again, because they were still stuck in Phlan. And what, especially, if that story arc was designed to be very insular and tightly-knit from the beginning, meaning it'd be relatively unlikely for that one mod to be randomly played by a group or table, because it really only makes sense properly within the context of the entire story arc. That is -- as far as we've heard -- essentially what they are proposing for Season 4. These suggestions that have been proposed have [I]nothing [/I]to do with Ravenloft's setting, and [I]everything [/I]to do about the structures of the AL OP Campaign and how it operates. There are precious few ways to drive away new players or discourage existing players that to take a favorite character that they've developed and grown attached to, and manufacture a situation where you must tell them that -- through no fault of their own -- they are no longer able to play them in any other campaign module, ever again. These aren't proposed as a way of lessening the tension of the Season 4 setting; they're proposed to provide an alternative for those people who inevitably have Real Life interfere with their gaming. [/QUOTE]
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