Piratecat said:
They alienated me when they gutted "Classic" events by removing pre-gen character personalities and interactions.
Was that an actually sort of executive RPGA decission? As I hadn't run RPGA games for the pervious 2 GenCon UKs but ran some this year.
I ran
D20 Modern - "Ghost in the Endzone" by Stan!
Characters had no backgrounds and no interelations with the rest of the party just statistics, feats, etc. Module mentioned a map but none was ever provided. If I was play testing that the first thing I would have done is give the character sheet back to the DM and tell him to finish it.
D&D Classic - "Cult of the Swamp Lord" by Sean K. Reynolds
Characters didn't even have character sheets just stat blocks that made it really hard for the players to find their information. But at least they had a Background, Appearance and Personality, and a single sentence on how they felt towards the other characters. The PCs were considerably over powered compared to the challenges they faced, all being Half-Dragons with a breath weapon.
Team Fun (D&D) - Holdling the Fort by Brian DiTullio
Easily the best senario when it came to the characters, each had a proper character sheet, plus additional sheets if they were spellcasters or had a familiar/animal companion. Then another with their character background and a several short paragraphs on their feelings each of the other characters. The adventure was a little to short however since there was virtually no combat in it to speak of we finished in 2 hours.
Team D&D Final - Shards of Eberron (Sharn) - no writer credit?
This was more a marketing tool than an adventure. First off for an convention game, you don't really want to be introducing a setting book the DM and players might well not own, let alone one that introduces all sorts of special rules, like Action Points, Dragonmarks. Then you
recommend the D&D miniatures you should use for the adventure, funnily enough I didn't have the RARE Large Red Dragon from Dragoneye, but luckly one of the players had bought a GoL booster and got the Huge one. Thank god I didn't run the first round where I'ld need 3 Rare Halfling Outriders.
The adventure was made even more complex to run by setting it on a demi-plane of fire overlapping with the Prime Material plane, so all fire spells were empowered and enlarged, and characters suffered 1d8 damage every minute from the heat or if in metal armour were treated as if they were under the effects of the Heat Metal spell. So you had to keep track of this damage every round compare it with the players elemental resistance, then work out how much damage they actually took from the other fire attacks they were taking from the monsters. It was more like a maths lesson than an adventure. Still at least they did provide big full colour floor plans for the adventure.
Characters information was just a character sheet nothing more. Oh sorry it also told you which D&D miniature you should be using. But at least you didn't gain a bonus feat if you used the right miniature like they did with the sample characters for the Legend of the Green Regent adventures.
I can see why no writing credit was given, who would want to be associated with this 3 part monster of a marketing campaign.
Next year I don't intend to run any D&D adventures since they have just become a sales point and an exercise in maths.