RPGA and home games are nothing a like I can tell you that. The overall benefit is being able to play wherever you go in the world as long as there are other members of the RPGA in that location.
A lot of the hate for RPGA comes from the old days when, as mentioned, there was a more competitive feel to the organization. That was mainly the result of the certificate system that was being used. There would be a number of items for each module you could attain as a group and everyone got at least one item. You couldn’t play the adventures more than once back then which was the biggest reason for the competitive nature. For example if there was a +3 Flaming Tongue Sword in the module and you had two fighters at the table who both wanted it a problem was sure to arise, regardless of how it ended someone was going to be upset. Then add in the trading aspect that was allowed and you had people deliberately taking good items they didn’t need so they could trade them later for something else. I played in several games where a player came straight out and admitted that was the reason they were bidding on an item, knowing others at the table had a valid need for it.
I remember dicing off for certs in Living City days and yes, it was upsetting to end up being the only player who gets nothing other some gold pieces and no certs and sit next to other players who have every single cert in the campaign. Toward the end of 2e RPGA, I had quit trying to get certs and just played.
The good thing was when they abandoned the cert system and went to the adventure record system which made any item available in the mod available to players who had enough gold to obtain it. Also, just getting "mundane" magic items by setting GP limits without needing to have cert for it, was also a big help too.
Another downside to RPGA is that you can get stuck with rules lawyers from hell who for very good reason can’t find a gaming group. I remember playing one year at GenCon and having a player argue with the DM, who happened to be one of the contributors to 3rd ed. (Unfortunately I don’t recall which writer, I want to say Monte Cook or Sean Reynolds but that was eight or nine years ago. My memory is horrible.). So you can imagine what it’s like for someone not as versed as someone who didn’t work on the rules first hand. Nothing shuts down a game quicker than people arguing over a game or having to wait for a senior judge to make a ruling because someone decided to argue with the judge or another player.
I would be that rules lawyer if my character's death was involved only because it's a lot more at stake than my character dying in a home campaign, but I see your point. Rule lawyers just to hold up the game for no particular reason isn't too fun.
The RPGA can be very cliquish. During the competitive years and even still today players got use to playing with certain people either forming teams our they were members of a local game club that did RPGA events. Going to a convention for the first time can be a real eye opener when you’re trying to find a table to join and everyone of them is filled with people who don’t want you because they already have a full table and don’t want to split their group because they have developed tactics as a team; even if they two fighters and need a cleric. Granted that’s an extreme but trying to fit in can be a little a nerving to some people and could be easily seen as being excluded because of it.
Yes, quite true. Play enough games in a region and one learns who the cliques are. Luckily for me, con organizers have extra games for the "excluded" (in my area) so I never got booted out of actual game that I paid or signed up for, but I have been reassigned tables several times for that same game. For example if there are two versions of a core mod and I was assigned table 2A, I would get reassigned to table 2b.
Another reason for cliques though was that RPGA mods could be brutally tough and you needed to have players you can trust to not screw up since character death represents a significant amount of time, energy, and gold wasted. When we ordered mods for our home tournaments, we didn't post open sign-ups. It was exclusively the seven of us because we knew each other's play style, had characters to round out the table, and overall helped us survived the mod.
The RPGA has also had a heavy influence on the game as mentioned, especially concerning products and input. RPGA members are the largest fan base that WotC interacts with at major conventions. Sometimes I think WotC forgets that RPGA members don’t represent every player in the world when it comes to asking them for input before they make decisions. Though WotC has since turned away from that mentality over the last couple of years, the current party size focus of four players serves as an example when compared to six player focus in previous editions. I don’t fault WotC having done that in the past since the RPGA does represent a fair portion of their consumer base and serves as an excellent marketing tool.
I remember arguments at my own core group about this. One player made the RPGA practically the Illuminati that pulled WotC's strings and another player said WotC didn't care about the RPGA or their opinions which was why the RPGA banned most of WotC's books. I never took a position on this, but it's interesting how diverse this argument goes.
The RPGA had to streamline a lot of the rules so that the game is balanced for everyone in the past and even today they do it to some extent, but not as much as before. People couldn’t play a lot of the classes or races they wanted to in the past. WotC has made and effort to change that in the new Living Campaigns starting with Living Forgotten Realms. Most every class and race is playable and exceptions can be gained via game play and acquiring Player Advantage cards which give access to restricted feats or races.
Yeah, I was one of those people who hated that WotC produced all those books, and 90% of it was banned unless there was an adventure record with item listed in it. Even then, the banned list of items for authors was long. In 3.5, RPGA did relent some and the pages and pages of banned stuff decreased and made more stuff as open content which was nice.
Time constraints tend to be a problem when dealing with the RPGA. Most of the modules are designed to be played in four or six hours which limits role-playing at times depending on the amount of combat and the group you’re playing with. This becomes a real problem at conventions where multiple games are scheduled in time blocks. In recent years the time allotment has tended to be stretched to six hour increments to allow more playing time, but in the past the four hour block was a major hindrance. Still it is possible to run out of time and before to quit a session when you’d prefer to continue.
Yep, I remember this too. Four hours was just too short for the con games, but most of the games we played were home tournaments so we played for six to seven hours to hit all the encounters and take our time.