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<blockquote data-quote="Feanor Starym" data-source="post: 892095" data-attributes="member: 1102"><p>I've been running/playing LG for some time now, and yes, there is a fair bit of paperwork, but it's all worth it. </p><p></p><p>I have had good games and bad games, and, as with regular roleplaying games, it all comes down to the people you're playing with as well as the DM. Some DMs can really kill a game, while some can make even the worst module a joy to play.</p><p></p><p>Recently for example, i had a GM who absolutely ruined a game for me. We got less than a 1/4 of the way through the module in the 3 hour convention slot. To boot, he almost killed us. There was a creature with 15/+1 damage reduction, and none of us had magical weapons. Not only did he not allow us to damage it with fire from improvised weapons like torches, he didn't allow us to suggest combat tactics at the table, like using Aid Another to help the Barbarian(who was the only one able to deal 15+ damage) to hit. It almost ended in a TPK, except that the Barbarian finally rolled a crit. </p><p></p><p>Want to make it worse? The whole time he was going on about "why couldn't we roll crits?" </p><p></p><p>This is the second time i've had him as a GM, and it's the second time i've had him do this to me. The first time he GMed, he didn't even know how *initiative* worked... After showing off the fact that his name is in the playtester credits for the 3E PHB. This from a person who's senior in the RPGA. </p><p></p><p>On the other hand, i've had some really good GMs. I played a game of LG where the DM just ran with what the players pulled off, and we had some of the best role-playing i've EVER had. And even with all the good roleplaying we had, we still managed to finish the module in the 3 hour time slot. </p><p></p><p>Once again, as with any other kind of roleplay, it depends on the group you're playing with.</p></blockquote><p></p>
[QUOTE="Feanor Starym, post: 892095, member: 1102"] I've been running/playing LG for some time now, and yes, there is a fair bit of paperwork, but it's all worth it. I have had good games and bad games, and, as with regular roleplaying games, it all comes down to the people you're playing with as well as the DM. Some DMs can really kill a game, while some can make even the worst module a joy to play. Recently for example, i had a GM who absolutely ruined a game for me. We got less than a 1/4 of the way through the module in the 3 hour convention slot. To boot, he almost killed us. There was a creature with 15/+1 damage reduction, and none of us had magical weapons. Not only did he not allow us to damage it with fire from improvised weapons like torches, he didn't allow us to suggest combat tactics at the table, like using Aid Another to help the Barbarian(who was the only one able to deal 15+ damage) to hit. It almost ended in a TPK, except that the Barbarian finally rolled a crit. Want to make it worse? The whole time he was going on about "why couldn't we roll crits?" This is the second time i've had him as a GM, and it's the second time i've had him do this to me. The first time he GMed, he didn't even know how *initiative* worked... After showing off the fact that his name is in the playtester credits for the 3E PHB. This from a person who's senior in the RPGA. On the other hand, i've had some really good GMs. I played a game of LG where the DM just ran with what the players pulled off, and we had some of the best role-playing i've EVER had. And even with all the good roleplaying we had, we still managed to finish the module in the 3 hour time slot. Once again, as with any other kind of roleplay, it depends on the group you're playing with. [/QUOTE]
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