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Hatin' the RPGA? (Forked Thread: The real flaw of 3E/3.5E/OGL)
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<blockquote data-quote="kitsune9" data-source="post: 4716243" data-attributes="member: 18507"><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 4716243, member: 18507"] 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. 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. 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. 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. 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. 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. [/QUOTE]
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Hatin' the RPGA? (Forked Thread: The real flaw of 3E/3.5E/OGL)
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