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I will Living Greyhawk no more!
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<blockquote data-quote="Duncan Haldane" data-source="post: 889904" data-attributes="member: 514"><p>Living Greyhawk is definately a mixed bag.</p><p></p><p>I don't play any more (fundamental disagreements with the rules changes, and the fact that rules changes occur rather frequently - 3.5 will mean the 2nd change of rules this year), but I do DM it a lot.</p><p></p><p>I mostly run slot-zeroes to prep DMs for our local games days. This means that I have a reasonably consistant group, most of whom know the rules fairly well (especially when they are advantageous to them ;-), playing the same mix of characters. There's probably about 10 main players in this group. and I think they all have 2nd characters now.</p><p></p><p>So, I run with a pretty good group to DM - most of them are quite experienced role-players, and most of them are pretty good at it.</p><p></p><p>That said, I've seen some pretty bad modules (and some hilarious mis-spellings and bad grammer - eg the man with lots of scars who is later referred to as "the very scared man" ;-) - weak storylines, or plots that aren't well explained, missing parts to a module (you should ALWAYS have a map for the major encounter), that sort of thing.</p><p></p><p>The games I run tend to have more roleplaying than most, I would guess. We don't have the same time limits that apply in a more constrained setting (cons, game days, etc), and so we tend to get more out of the modules.</p><p></p><p>But I wouldn't want to be trying to design the modules myself. They have to try to come up with some reason for the PCs to be together before the start, or soon into it, and they have to keep that interesting - I've seen modules where you just start on a road together.</p><p></p><p>As for the paperwork - it's a lot, and it needs to be well ordered (when you've got certs and log sheets from the first rule sets, adventure certs from the second, and the adventure certs and master logs from the third it gets a little messy) - it can be hard to remember all the special items & favours that one has at one's disposal when one has played lots and lots of LG modules. But I think it's necessary. LG has had plenty of cheats - from people faking dice rolls, to fake home play, to reading a module before playing it, to others I haven't thought of. And when cheats prosper other players complain - rightly so.</p><p></p><p>(Note: I think the RPGA should've given out large sized dice rather than battle matts -it's much harder to fake dice rolls if everyone at the table can read the values ;-)</p><p></p><p>My advice - take it all with a grain of salt, and find players you enjoy playing with. It can be a lot of fun.</p><p></p><p>Duncan</p></blockquote><p></p>
[QUOTE="Duncan Haldane, post: 889904, member: 514"] Living Greyhawk is definately a mixed bag. I don't play any more (fundamental disagreements with the rules changes, and the fact that rules changes occur rather frequently - 3.5 will mean the 2nd change of rules this year), but I do DM it a lot. I mostly run slot-zeroes to prep DMs for our local games days. This means that I have a reasonably consistant group, most of whom know the rules fairly well (especially when they are advantageous to them ;-), playing the same mix of characters. There's probably about 10 main players in this group. and I think they all have 2nd characters now. So, I run with a pretty good group to DM - most of them are quite experienced role-players, and most of them are pretty good at it. That said, I've seen some pretty bad modules (and some hilarious mis-spellings and bad grammer - eg the man with lots of scars who is later referred to as "the very scared man" ;-) - weak storylines, or plots that aren't well explained, missing parts to a module (you should ALWAYS have a map for the major encounter), that sort of thing. The games I run tend to have more roleplaying than most, I would guess. We don't have the same time limits that apply in a more constrained setting (cons, game days, etc), and so we tend to get more out of the modules. But I wouldn't want to be trying to design the modules myself. They have to try to come up with some reason for the PCs to be together before the start, or soon into it, and they have to keep that interesting - I've seen modules where you just start on a road together. As for the paperwork - it's a lot, and it needs to be well ordered (when you've got certs and log sheets from the first rule sets, adventure certs from the second, and the adventure certs and master logs from the third it gets a little messy) - it can be hard to remember all the special items & favours that one has at one's disposal when one has played lots and lots of LG modules. But I think it's necessary. LG has had plenty of cheats - from people faking dice rolls, to fake home play, to reading a module before playing it, to others I haven't thought of. And when cheats prosper other players complain - rightly so. (Note: I think the RPGA should've given out large sized dice rather than battle matts -it's much harder to fake dice rolls if everyone at the table can read the values ;-) My advice - take it all with a grain of salt, and find players you enjoy playing with. It can be a lot of fun. Duncan [/QUOTE]
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