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<blockquote data-quote="Alphastream" data-source="post: 6318070" data-attributes="member: 11365"><p>That's because LFR was much more than the convention scene. Interestingly, at the start of LFR WotC was on a strange anti-convention kick - a time when the policies they changed really eroded support for convention play. There were very few reasons to attend conventions at that time. BUT, there was decent convention play and even greater home play. The numbers of players and adventure runs were all bigger than LG. </p><p></p><p>But, that's also not necessarily how we should judge program success. </p><p>Which campaign was better, across its lifetime, at creating evangelists that were champions for D&D? LG</p><p>Which campaign had a greater connection between plot, characters, and players? LG (the real winner is Living Death!)</p><p>Which campaign was accessible, bringing in many new/casual/inactive players out to try the game? LFR (though Encounters was/is far better!)</p><p>Which campaign spread the brand best? LFR (but Encounters is far better)</p><p>Which campaign sold D&D product best? LFR (but Encounters was better)</p><p></p><p>The measuring stick we use completely changes the picture. In designing a campaign, you should look at all of these and more in deciding how to 'adjust the sliders' for the type of campaign you want to create. I'm overall really happy with how AL is designed.</p><p></p><p></p><p>Agreed. BUT, we will probably never return fully to the level of connection that LG had. LG at times had connections to individual players. We saw this in the Geoff region a score of times - a single player could impact the campaign. I loved that, but it also really hurt the campaign. There is a very sweet spot in between LFR's mercenary 'play and forget' adventures and LG's 'the invested who are friends with the Triad get to do really cool stuff'. I think AL really recognizes that.</p><p></p><p></p><p>I've sat down at an Arcanis table, paused to ask for an explanation of the plot, listened, paused to ask again, and given up. The game can be so rich and so deep and so personal that it is no longer accessible to a new player. It can push people away. I know Living Arcanis has been and is great - but I also know it won't work for me as a casual player, given that I want to be more than an ignorant player rolling dice. For Arcanis to respond to me I really need to invest in it. That's a strength and a drawback. I would argue that for DnD the slider needs to be adjusted to reward the heavily invested, but to keep play far more accessible. </p><p></p><p>Adventurers League is clearly working to correct issues with both LG and LFR. An individual can make a difference, but not because they know someone in their region/faction/whatever. The Faction system gives you a home, but it isn't geographically bound/exclusionary. Events are responsive, but consistently so rather than bound by regional staff. Adventures provide you with perks, even unique ones, but there are controls to make sure new and casual players get fair treatment. Conventions get premiere events, stimulating the convention scene once more. Epics stimulate the big cons once more as a place to have a special impact. Story matters. </p><p></p><p>Those are all really good changes, and in line with many of the aspects that the more invested got out of LG, but without many of the drawbacks.</p></blockquote><p></p>
[QUOTE="Alphastream, post: 6318070, member: 11365"] That's because LFR was much more than the convention scene. Interestingly, at the start of LFR WotC was on a strange anti-convention kick - a time when the policies they changed really eroded support for convention play. There were very few reasons to attend conventions at that time. BUT, there was decent convention play and even greater home play. The numbers of players and adventure runs were all bigger than LG. But, that's also not necessarily how we should judge program success. Which campaign was better, across its lifetime, at creating evangelists that were champions for D&D? LG Which campaign had a greater connection between plot, characters, and players? LG (the real winner is Living Death!) Which campaign was accessible, bringing in many new/casual/inactive players out to try the game? LFR (though Encounters was/is far better!) Which campaign spread the brand best? LFR (but Encounters is far better) Which campaign sold D&D product best? LFR (but Encounters was better) The measuring stick we use completely changes the picture. In designing a campaign, you should look at all of these and more in deciding how to 'adjust the sliders' for the type of campaign you want to create. I'm overall really happy with how AL is designed. Agreed. BUT, we will probably never return fully to the level of connection that LG had. LG at times had connections to individual players. We saw this in the Geoff region a score of times - a single player could impact the campaign. I loved that, but it also really hurt the campaign. There is a very sweet spot in between LFR's mercenary 'play and forget' adventures and LG's 'the invested who are friends with the Triad get to do really cool stuff'. I think AL really recognizes that. I've sat down at an Arcanis table, paused to ask for an explanation of the plot, listened, paused to ask again, and given up. The game can be so rich and so deep and so personal that it is no longer accessible to a new player. It can push people away. I know Living Arcanis has been and is great - but I also know it won't work for me as a casual player, given that I want to be more than an ignorant player rolling dice. For Arcanis to respond to me I really need to invest in it. That's a strength and a drawback. I would argue that for DnD the slider needs to be adjusted to reward the heavily invested, but to keep play far more accessible. Adventurers League is clearly working to correct issues with both LG and LFR. An individual can make a difference, but not because they know someone in their region/faction/whatever. The Faction system gives you a home, but it isn't geographically bound/exclusionary. Events are responsive, but consistently so rather than bound by regional staff. Adventures provide you with perks, even unique ones, but there are controls to make sure new and casual players get fair treatment. Conventions get premiere events, stimulating the convention scene once more. Epics stimulate the big cons once more as a place to have a special impact. Story matters. Those are all really good changes, and in line with many of the aspects that the more invested got out of LG, but without many of the drawbacks. [/QUOTE]
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