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<blockquote data-quote="Steve_MND" data-source="post: 6827522" data-attributes="member: 6801314"><p>I am, because it is one of the defining characteristic of what makes an Organized Play campaign and Organized Play campaign to begin with, and not just a series of scattered, independently-run home campaigns.</p><p></p><p></p><p></p><p>While I agree that I may well be overestimating the concern involved in this particular mechanic, I think a lot of people may be underestimating it. First off, not every group/location/etc CAN run as many tables of these as they'd like. While I hear about a lot of places that have two, three or more tables of AL per week, a lot of locations have just a small smattering of players, and are lucky if they can get a single legal table of the game in occasionally. My town is along those lines, and altho we can generally get a legal table each weekend or so, it's essentially with the same small subset of around three regular players, four on-again off-again players, and a rotating handful of college kids that wander by the store. Locations like that simply don't have the opportunity to run 'so many of them.' Furthermore, as others have mentioned elsewhere, trying to schedule and organize stuff like this is awkward at best, what with the extremely tight-knit story-arc. You're not going to the opportunity to say 'hey, how about this weekend we run 4-X?' as casually as you could have, with say, any of the other random Season 1-3 mods. And we're not going to be able to just casually generate up a table of random mid-tier characters to help out a stuck player like we could with a low-tier random mod.</p><p></p><p>And I suspect people overestimate the usefulness/frequency of online gaming for a lot of players. While it can help for some players, it is by no means a catch-all solution.</p><p></p><p></p><p></p><p>It's certainly not my favorite D&D setting, but I am familiar with it (as a huge Lovecraft fan, I'm quite fond of the horror genre). And I'm perfectly fine with the idea of characters getting trapped there. But if they get trapped there, I want that to be because of <em>in-character</em> actions and decisions, not because of an administrative decision that penalizes the <em>player</em>, instead of the character.</p><p></p><p></p><p></p><p>I will disagree with you on this one -- before the season begins is <em>exactly </em>when this stuff needs to be decided by the Campaign Staff. As mentioned before by several people, inertia is hard to overcome, and the Staff would rather make decisions beforehand than change things midstream, and once a season's Player's Guide has been finalized, we'll be unlikely to see changes made to it until the next season -- which will be of marginal use in a situation like this. Easier to take care of potential issue like this now, while the document is still in development, than after the fact.</p><p></p><p>But as I said, I'm still holding out that there will be some sort of escape hatch system in place to accomodate those players who, through no fault of their own, have their characters stuck. We'll see come Season 4, and our group -- and others -- will make our play choices based what we get.</p></blockquote><p></p>
[QUOTE="Steve_MND, post: 6827522, member: 6801314"] I am, because it is one of the defining characteristic of what makes an Organized Play campaign and Organized Play campaign to begin with, and not just a series of scattered, independently-run home campaigns. While I agree that I may well be overestimating the concern involved in this particular mechanic, I think a lot of people may be underestimating it. First off, not every group/location/etc CAN run as many tables of these as they'd like. While I hear about a lot of places that have two, three or more tables of AL per week, a lot of locations have just a small smattering of players, and are lucky if they can get a single legal table of the game in occasionally. My town is along those lines, and altho we can generally get a legal table each weekend or so, it's essentially with the same small subset of around three regular players, four on-again off-again players, and a rotating handful of college kids that wander by the store. Locations like that simply don't have the opportunity to run 'so many of them.' Furthermore, as others have mentioned elsewhere, trying to schedule and organize stuff like this is awkward at best, what with the extremely tight-knit story-arc. You're not going to the opportunity to say 'hey, how about this weekend we run 4-X?' as casually as you could have, with say, any of the other random Season 1-3 mods. And we're not going to be able to just casually generate up a table of random mid-tier characters to help out a stuck player like we could with a low-tier random mod. And I suspect people overestimate the usefulness/frequency of online gaming for a lot of players. While it can help for some players, it is by no means a catch-all solution. It's certainly not my favorite D&D setting, but I am familiar with it (as a huge Lovecraft fan, I'm quite fond of the horror genre). And I'm perfectly fine with the idea of characters getting trapped there. But if they get trapped there, I want that to be because of [I]in-character[/I] actions and decisions, not because of an administrative decision that penalizes the [I]player[/I], instead of the character. I will disagree with you on this one -- before the season begins is [I]exactly [/I]when this stuff needs to be decided by the Campaign Staff. As mentioned before by several people, inertia is hard to overcome, and the Staff would rather make decisions beforehand than change things midstream, and once a season's Player's Guide has been finalized, we'll be unlikely to see changes made to it until the next season -- which will be of marginal use in a situation like this. Easier to take care of potential issue like this now, while the document is still in development, than after the fact. But as I said, I'm still holding out that there will be some sort of escape hatch system in place to accomodate those players who, through no fault of their own, have their characters stuck. We'll see come Season 4, and our group -- and others -- will make our play choices based what we get. [/QUOTE]
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