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Has the RPGA failed?
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<blockquote data-quote="AdmundfortGeographer" data-source="post: 2496341" data-attributes="member: 4682"><p>This is indeed the best summation of what the RPGA's purpose from WotC's perspective is. Marketing. And not only getting new players into D&D as you mentioned, but also hinted at in the quote heard above. To get players of the Living Campaigns to buy new books.</p><p></p><p>There are much more than 10,000 active players in Living Greyhawk right now. If a new mod introduces access to some nifty magic item, feat, spell or prestige class from a book, if just 10% of those LG players buy that book "just in case they will want to get that nifty new thing", that's a nice bump in sales. Odds are with some books like the Complete series, 30-40% of LG players might buy them. WotC and the RPGA staff at HQ know this well.</p><p></p><p>But the experience the average gamer will have with the RPGA comes through volunteer authors, edited by volunteer Triad personel, approved by volunteer Metaregion assistants, run at Cons operated by volunteers, played at tables judged by volunteers who may have only read the mod last night and got 4 hours of sleep where the other players may have only been randomly assembled. Sound like a system where every player just may need to lower expectations? The quality <strong>will</strong> and <strong>does</strong> vary from region to region. I have been able to play in to high quality regions, Shield Lands (Minnesota and Dakotas) and Highfolk (Wisconsin), so my experience has been very high quality... still, there have been lowlights in all this time.</p><p></p><p>Yet if players are aware of this situation, and come to sit at a table at an RPGA approved Con, they can get a fun time out of it. Personally, I don't expect the same type of RPG experience out of an RPGA table as I do with my regular group.</p><p></p><p>What might an average player can get out of the RPGA? The ability to shepherd and guide a character's development over many years is a big one, an RPGA campaign will never just "wither and die", but will either go to conclusion like with Mark of Heroes in Eberron, or your character will simply "retire" and you can start a new character in the same campaign where your old one has made an impact already... The ability to play in a campaign with standardized rules as close as possible to the Rules As Writen. If you are the type with such an interest but never get to play in a group often enough, you can see how the Rules As Written can be optimized in ways you may have never considered before.</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 2496341, member: 4682"] This is indeed the best summation of what the RPGA's purpose from WotC's perspective is. Marketing. And not only getting new players into D&D as you mentioned, but also hinted at in the quote heard above. To get players of the Living Campaigns to buy new books. There are much more than 10,000 active players in Living Greyhawk right now. If a new mod introduces access to some nifty magic item, feat, spell or prestige class from a book, if just 10% of those LG players buy that book "just in case they will want to get that nifty new thing", that's a nice bump in sales. Odds are with some books like the Complete series, 30-40% of LG players might buy them. WotC and the RPGA staff at HQ know this well. But the experience the average gamer will have with the RPGA comes through volunteer authors, edited by volunteer Triad personel, approved by volunteer Metaregion assistants, run at Cons operated by volunteers, played at tables judged by volunteers who may have only read the mod last night and got 4 hours of sleep where the other players may have only been randomly assembled. Sound like a system where every player just may need to lower expectations? The quality [b]will[/b] and [b]does[/b] vary from region to region. I have been able to play in to high quality regions, Shield Lands (Minnesota and Dakotas) and Highfolk (Wisconsin), so my experience has been very high quality... still, there have been lowlights in all this time. Yet if players are aware of this situation, and come to sit at a table at an RPGA approved Con, they can get a fun time out of it. Personally, I don't expect the same type of RPG experience out of an RPGA table as I do with my regular group. What might an average player can get out of the RPGA? The ability to shepherd and guide a character's development over many years is a big one, an RPGA campaign will never just "wither and die", but will either go to conclusion like with Mark of Heroes in Eberron, or your character will simply "retire" and you can start a new character in the same campaign where your old one has made an impact already... The ability to play in a campaign with standardized rules as close as possible to the Rules As Writen. If you are the type with such an interest but never get to play in a group often enough, you can see how the Rules As Written can be optimized in ways you may have never considered before. [/QUOTE]
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