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<blockquote data-quote="AbdulAlhazred" data-source="post: 7318325" data-attributes="member: 82106"><p>Well, I never had that kind of scale. I think the group that I mainly played with in that general time period was on the order of 15 or 20 D&D players. They all participated in the overall campaign. Not everyone really ever played in the OA part, and it didn't extend on form many years at a time in a continuous fashion. So, it probably never quite reached the scale of needing all of Gygax's super elaborate timekeeping and whatnot. I was never THAT organized anyway. We created some clans when we rolled up characters a couple times and had the other family members get involved in adventures, etc. I think it was fairly workable, although the actual clan tables are somewhat poorly implemented (kind of classic TSR, the concept is decent, but the implementation falls short). I seem to recall reworking them somewhat so that they produced more interesting and coherent results. Its hard to recall exactly now but I do remember that a lot of fairly critical info was missing from the clans, and some other stuff was rather unworkable. </p><p></p><p>The events are pretty cool, although again you probably don't want to just literally use the system exactly as presented, or at least you'd probably embelish it or fix some of its issues. There's an LR of OA that was done a year or so back on rpg.net that has some good discussions of the details. In general all of OA follows this pattern, interesting conceptually but with rather poor mechanical execution, interspersed with a few brilliant bits.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7318325, member: 82106"] Well, I never had that kind of scale. I think the group that I mainly played with in that general time period was on the order of 15 or 20 D&D players. They all participated in the overall campaign. Not everyone really ever played in the OA part, and it didn't extend on form many years at a time in a continuous fashion. So, it probably never quite reached the scale of needing all of Gygax's super elaborate timekeeping and whatnot. I was never THAT organized anyway. We created some clans when we rolled up characters a couple times and had the other family members get involved in adventures, etc. I think it was fairly workable, although the actual clan tables are somewhat poorly implemented (kind of classic TSR, the concept is decent, but the implementation falls short). I seem to recall reworking them somewhat so that they produced more interesting and coherent results. Its hard to recall exactly now but I do remember that a lot of fairly critical info was missing from the clans, and some other stuff was rather unworkable. The events are pretty cool, although again you probably don't want to just literally use the system exactly as presented, or at least you'd probably embelish it or fix some of its issues. There's an LR of OA that was done a year or so back on rpg.net that has some good discussions of the details. In general all of OA follows this pattern, interesting conceptually but with rather poor mechanical execution, interspersed with a few brilliant bits. [/QUOTE]
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