smerwin29
Reluctant Time Traveler
When I started playing D&D (and other RPGs) back in the late 70s, I was lucky enough to have a great and dynamic group of players. We created our own homebrew worlds and tons of houserules, took turns DMing campaigns, and basically wrung every drop of enjoyment out of the game for many, many years. Then came college, jobs, families, and the like, and our group was spread around the globe.
From that point forward, I looked for other groups in the places I landed in my life. Some groups were OK, many were terrible, but none stayed active and vibrant as long as that group I played with growing up. My wife and I both play, and when our daughter was born in 2001, we decided that we needed a hobby to help us have some time for ourselves--as my wife would be home from work and has the tendency to get a bit stir crazy. With the release of 3E, we thought we would give it a try again.
Unfortunately, there weren't a lot of players in our area. Some were not looking for new players, and after a few false starts we realized that other players in our area were not people we would want to have a regular game with. I'd run dozens and dozens of home campaigns over the years, but I had no time to do all the prep work with job and family and other obligations. This was when Living Greyhawk was getting started, and there were some semi-local players holding game days and conventions, so we thought we'd give the RPGA a try.
My only experience with the RPGA before this had been attending a game day. Long story short, I had been treated very rudely by the people there. This treatment gave me a very low opinion of people in the RPGA, but that was based on just that one instance many years previous, so we decided to try again at a small convention running Living Greyhawk adventures, just months after the launch of the campaign.
Our experience was wonderful. The DMs were great, which made the adventures fun, and while the other players were a mixed bag, we were able to meet players who shared our interest and situation, and from that we were able to put together regular game days. I did find some of the RPGA rules and regulations off-putting, and some of the
adventure writing was weak.
So rather than just complain on the Internet, I got involved. First is was just volunteering to do some work for the Living Greyhawk Triad for my region, and one thing led to another. Now I am freelancing for WotC, and I co-designed P3: Assault on Nightwyrm Fortress with Bruce Cordell. Yes, it was a lot of hard work for those intervening years, but it all started because I gave the RPGA another chance.
The RPGA certainly isn't for everyone. Would I love to be in a great home campaign again, like back in the day? I sure would. Nothing is better than that kind of gaming. But the RPGA, despite its flaws, serves a purpose. For those looking for a game, it provides opportunities where you can usually find a public game on any given weekend. For those who just want free content, you can basically run a home campaign by just using RPGA-sponsored content, without ever having to go to a convention or gameday. When you go to a convention or gameday, you have little control over the quality and attitude of the DMs or other players. I've seen some horrendous judges and irritating players. But I've also made some good friends. And I've seen MUCH scarier people and MUCH worse DMs at home games than at RPGA events.
The question of the RPGA being responsible for the direction of WotC's decisions is an interesting one, and while I have some insight into it through my involvement in Living Greyhawk (Triad member for Keoland), Xen'drik Expeditions (Factionmaster for the Crimson Codex) and Living Forgotten Realms (Global Admin for northern Western Hemisphere), that insight is all from the outside of WotC looking in.
There were complaints that the RPGA was the main playtester for 4e. The simple truth was WotC R&D needed initial playtesters for 4e (outside of internal playtests). They had some choices about how to go about it:
--They could accept applications from players, and therefore have to weed through hundreds of "gaming resumes" which would mostly say things like "I have a great group, we've been playing since 1976, we would be a great playtest group."
or
--They could go to the RPGA, which has records of how much play time certain DMs and players have had, and they could go to Chris Tulach and Dave Christ, who at every large convention get updates directly from players about which DMs and players are good and which are not so good. Chris and Dave could find those who they know are good AND who also have a home group that they play with regularly.
I know what choice I would have made. And that does not mean that people outside the RPGA weren't great, weren't legitimate choices for playtesters, and didn't deserve the chance to playtest. But if given the choice in setting up a large-scale playtest between solid commodities that are known and throwing darts, it doesn't take a genius to go the "known commodity" route.
I have seen people question whether the Forgotten Realms of 4e was created the way it was because of some need to interact with the RPGA. With this I can speak with a little more authority. It was not, and it continues to not. I have to interact directly with the "gatekeepers" of FR lore and development, and I am putting it mildly when I say that the RPGA bends to their will, and not the other way around.
The irony is that the people who try to paint the members of the RPGA as one thing (misfit, munchkin, power-gamer, etc.) would absolutely bristle if someone outside of the game tried to paint all D&D players with the same brush they themselves are using. The RPGA is not a single entity; it is an organization that contains a widely varied group of gamers--thousands of gamers with different ideas and styles. The assumption that the RPGA is any one thing is just plain wrong. The assumption that the RPGA members somehow have a bias toward some kind of play style is just plain wrong. You can sit down with a group at one RPGA event and get a totally different play experience than at the very next group. RPGA DMs have to be ready and capable to shift gears and handle these different play styles successfully.
I can completely understand if people have an opinion of the RPGA based on local experiences. Heck, it would be silly to tell people to PLAY RPGA if the only exposure they can get to it is a local group of RPGA players who are not fun to play with. And if that's the case, that's the case. However, to say that all, or a majority, or even a large minority of RPGA members are [fill in the blank] because of local experiences is at the very heart of bias and any of the -isms you want to use.
WotC's design focus does not "take the RPGA into account." WotC's design focus recognizes that the RPGA is a tool they can use, since it is a communication structure with which they can interact with thousands of players around the world.
Thanks for hanging in that long!
Shawn
From that point forward, I looked for other groups in the places I landed in my life. Some groups were OK, many were terrible, but none stayed active and vibrant as long as that group I played with growing up. My wife and I both play, and when our daughter was born in 2001, we decided that we needed a hobby to help us have some time for ourselves--as my wife would be home from work and has the tendency to get a bit stir crazy. With the release of 3E, we thought we would give it a try again.
Unfortunately, there weren't a lot of players in our area. Some were not looking for new players, and after a few false starts we realized that other players in our area were not people we would want to have a regular game with. I'd run dozens and dozens of home campaigns over the years, but I had no time to do all the prep work with job and family and other obligations. This was when Living Greyhawk was getting started, and there were some semi-local players holding game days and conventions, so we thought we'd give the RPGA a try.
My only experience with the RPGA before this had been attending a game day. Long story short, I had been treated very rudely by the people there. This treatment gave me a very low opinion of people in the RPGA, but that was based on just that one instance many years previous, so we decided to try again at a small convention running Living Greyhawk adventures, just months after the launch of the campaign.
Our experience was wonderful. The DMs were great, which made the adventures fun, and while the other players were a mixed bag, we were able to meet players who shared our interest and situation, and from that we were able to put together regular game days. I did find some of the RPGA rules and regulations off-putting, and some of the
adventure writing was weak.
So rather than just complain on the Internet, I got involved. First is was just volunteering to do some work for the Living Greyhawk Triad for my region, and one thing led to another. Now I am freelancing for WotC, and I co-designed P3: Assault on Nightwyrm Fortress with Bruce Cordell. Yes, it was a lot of hard work for those intervening years, but it all started because I gave the RPGA another chance.
The RPGA certainly isn't for everyone. Would I love to be in a great home campaign again, like back in the day? I sure would. Nothing is better than that kind of gaming. But the RPGA, despite its flaws, serves a purpose. For those looking for a game, it provides opportunities where you can usually find a public game on any given weekend. For those who just want free content, you can basically run a home campaign by just using RPGA-sponsored content, without ever having to go to a convention or gameday. When you go to a convention or gameday, you have little control over the quality and attitude of the DMs or other players. I've seen some horrendous judges and irritating players. But I've also made some good friends. And I've seen MUCH scarier people and MUCH worse DMs at home games than at RPGA events.

The question of the RPGA being responsible for the direction of WotC's decisions is an interesting one, and while I have some insight into it through my involvement in Living Greyhawk (Triad member for Keoland), Xen'drik Expeditions (Factionmaster for the Crimson Codex) and Living Forgotten Realms (Global Admin for northern Western Hemisphere), that insight is all from the outside of WotC looking in.
There were complaints that the RPGA was the main playtester for 4e. The simple truth was WotC R&D needed initial playtesters for 4e (outside of internal playtests). They had some choices about how to go about it:
--They could accept applications from players, and therefore have to weed through hundreds of "gaming resumes" which would mostly say things like "I have a great group, we've been playing since 1976, we would be a great playtest group."
or
--They could go to the RPGA, which has records of how much play time certain DMs and players have had, and they could go to Chris Tulach and Dave Christ, who at every large convention get updates directly from players about which DMs and players are good and which are not so good. Chris and Dave could find those who they know are good AND who also have a home group that they play with regularly.
I know what choice I would have made. And that does not mean that people outside the RPGA weren't great, weren't legitimate choices for playtesters, and didn't deserve the chance to playtest. But if given the choice in setting up a large-scale playtest between solid commodities that are known and throwing darts, it doesn't take a genius to go the "known commodity" route.
I have seen people question whether the Forgotten Realms of 4e was created the way it was because of some need to interact with the RPGA. With this I can speak with a little more authority. It was not, and it continues to not. I have to interact directly with the "gatekeepers" of FR lore and development, and I am putting it mildly when I say that the RPGA bends to their will, and not the other way around.

The irony is that the people who try to paint the members of the RPGA as one thing (misfit, munchkin, power-gamer, etc.) would absolutely bristle if someone outside of the game tried to paint all D&D players with the same brush they themselves are using. The RPGA is not a single entity; it is an organization that contains a widely varied group of gamers--thousands of gamers with different ideas and styles. The assumption that the RPGA is any one thing is just plain wrong. The assumption that the RPGA members somehow have a bias toward some kind of play style is just plain wrong. You can sit down with a group at one RPGA event and get a totally different play experience than at the very next group. RPGA DMs have to be ready and capable to shift gears and handle these different play styles successfully.
I can completely understand if people have an opinion of the RPGA based on local experiences. Heck, it would be silly to tell people to PLAY RPGA if the only exposure they can get to it is a local group of RPGA players who are not fun to play with. And if that's the case, that's the case. However, to say that all, or a majority, or even a large minority of RPGA members are [fill in the blank] because of local experiences is at the very heart of bias and any of the -isms you want to use.
WotC's design focus does not "take the RPGA into account." WotC's design focus recognizes that the RPGA is a tool they can use, since it is a communication structure with which they can interact with thousands of players around the world.
Thanks for hanging in that long!
Shawn