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<blockquote data-quote="pedr" data-source="post: 9878261" data-attributes="member: 33464"><p>AL has the benefits and drawbacks of any ten-year campaign which doesn’t retire any adventures and allows characters to continue indefinitely. It has some very dedicated players who enjoy the experiences it provides, including playing their carefully crafted characters. But it’s difficult or impossible to have a completely coherent set of rules because there’s so much material, created under various rules and assumptions about play and appropriate rewards, and it’s difficult for new players not to feel entirely overwhelmed. New DMs have to cope with adventures written under at least three entirely different reward structures, for instance, and have to know to ignore most of what an adventure says about rewards until Season 9 (I think).</p><p></p><p>I’m also not sure 4-hour games designed for dedicated and experienced players at conventions are suitable for game store play: they’re hard to fit into an evening and often reward the approaches which convention players are used to of seeking to identify the core experience of each adventure and getting to that quickly so that it can be completed by the end of the con slot. In my experience running AL adventures at a store up until the pandemic, that’s not the approach lots of new or less narrowly-focused players want from their game, so there was no chance of getting a 4-hour scenario completed in time. </p><p></p><p>LoG has refreshed rules which are probably easier for con games and can learn from the AL experience without disrupting continuing AL players. And Encounters can be designed to be more accessible to casual and occasional game store players and have some elements which focus on or make use of the game store environment. The more options, the better I say!</p></blockquote><p></p>
[QUOTE="pedr, post: 9878261, member: 33464"] AL has the benefits and drawbacks of any ten-year campaign which doesn’t retire any adventures and allows characters to continue indefinitely. It has some very dedicated players who enjoy the experiences it provides, including playing their carefully crafted characters. But it’s difficult or impossible to have a completely coherent set of rules because there’s so much material, created under various rules and assumptions about play and appropriate rewards, and it’s difficult for new players not to feel entirely overwhelmed. New DMs have to cope with adventures written under at least three entirely different reward structures, for instance, and have to know to ignore most of what an adventure says about rewards until Season 9 (I think). I’m also not sure 4-hour games designed for dedicated and experienced players at conventions are suitable for game store play: they’re hard to fit into an evening and often reward the approaches which convention players are used to of seeking to identify the core experience of each adventure and getting to that quickly so that it can be completed by the end of the con slot. In my experience running AL adventures at a store up until the pandemic, that’s not the approach lots of new or less narrowly-focused players want from their game, so there was no chance of getting a 4-hour scenario completed in time. LoG has refreshed rules which are probably easier for con games and can learn from the AL experience without disrupting continuing AL players. And Encounters can be designed to be more accessible to casual and occasional game store players and have some elements which focus on or make use of the game store environment. The more options, the better I say! [/QUOTE]
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