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DDAL: Is It Organized Enough?
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<blockquote data-quote="Pauper" data-source="post: 7433499" data-attributes="member: 17607"><p>AL is deliberately kept as low-maintenance as possible, under the design philosophy that the kinds of players AL is trying to attract would be turned off by heavy bookkeeping and onerous character creation restrictions. The few fairly strict rules that do exist are there in the name of play balance, but are ridiculously easy to bypass in-play; I can recall one fellow who showed up at our AL table with a 4th level character wielding a weapon only available from the final combat of a hardcover adventure, but short of my choosing to void his magic item by fiat, there really wasn't much I could do about the problem.</p><p></p><p>Over time, I've come to agree with the idea that setting up a lot of campaign-specific rules and rulings is counter-productive, as it would eat up a lot of admin time simply reinforcing and communicating those rulings. Yet these days, it's hard to know what activity would have to be sacrificed in order to support such campaign-specific rulings. With content-creation basically being handed over to the DMs Guild Adepts and CCC programs, and with 'editing' still being something of a word you can't use for AL adventures without planting your tongue firmly in your cheek, it seems like the main activity of AL admins these days is simply posting in the AL Facebook group(s). (Excepting Lysa Chen, who has somehow managed to wrangle enough content for the AL website to have updated the site on a weekly basis with new articles for a good couple of months; that's no mean feat.)</p><p></p><p>Still, it'll be interesting to see if the relatively casual nature of AL, which enables drop-in play with relative ease, won't end up facilitating drop-out-to-play-something-else play when the next cool thing comes along.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7433499, member: 17607"] AL is deliberately kept as low-maintenance as possible, under the design philosophy that the kinds of players AL is trying to attract would be turned off by heavy bookkeeping and onerous character creation restrictions. The few fairly strict rules that do exist are there in the name of play balance, but are ridiculously easy to bypass in-play; I can recall one fellow who showed up at our AL table with a 4th level character wielding a weapon only available from the final combat of a hardcover adventure, but short of my choosing to void his magic item by fiat, there really wasn't much I could do about the problem. Over time, I've come to agree with the idea that setting up a lot of campaign-specific rules and rulings is counter-productive, as it would eat up a lot of admin time simply reinforcing and communicating those rulings. Yet these days, it's hard to know what activity would have to be sacrificed in order to support such campaign-specific rulings. With content-creation basically being handed over to the DMs Guild Adepts and CCC programs, and with 'editing' still being something of a word you can't use for AL adventures without planting your tongue firmly in your cheek, it seems like the main activity of AL admins these days is simply posting in the AL Facebook group(s). (Excepting Lysa Chen, who has somehow managed to wrangle enough content for the AL website to have updated the site on a weekly basis with new articles for a good couple of months; that's no mean feat.) Still, it'll be interesting to see if the relatively casual nature of AL, which enables drop-in play with relative ease, won't end up facilitating drop-out-to-play-something-else play when the next cool thing comes along. -- Pauper [/QUOTE]
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