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<blockquote data-quote="Majoru Oakheart" data-source="post: 6349079" data-attributes="member: 5143"><p>Yeah, it isn't about just grabbing a quick adventure. You're right, I can find that in many places.</p><p></p><p>The idea is that LG in particular was about community. PFS is the same these days. It created a situation where you'd meet the other people in your city who also played LG or PFS and form a community where most players had played with most other players. Certain characters were favored in the community and some hated. Some groups liked to adventure together on a regular basis and got a bond going between them but would accept new adventurers to periodically fill their 5th or 6th slot. Other people would just join whatever table was available. Other people would only be seen at conventions and the rest of the time they didn't play at all.</p><p></p><p>It was really about the freedom to play with any of a large group of players at any time you wanted to while having a ready supply of new adventures to play and being able to still feel like you had a sense of advancement. You got to keep your xp and gold so it didn't feel like you were playing a one shot and everyone played similar adventures so had context for where the plot line was gong. The plot kept going and you'd create a legacy over years.</p><p></p><p>The key is not just to have readily available adventures but to have those adventures be part of a bigger world, a bigger community, and a continuing storyline.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6349079, member: 5143"] Yeah, it isn't about just grabbing a quick adventure. You're right, I can find that in many places. The idea is that LG in particular was about community. PFS is the same these days. It created a situation where you'd meet the other people in your city who also played LG or PFS and form a community where most players had played with most other players. Certain characters were favored in the community and some hated. Some groups liked to adventure together on a regular basis and got a bond going between them but would accept new adventurers to periodically fill their 5th or 6th slot. Other people would just join whatever table was available. Other people would only be seen at conventions and the rest of the time they didn't play at all. It was really about the freedom to play with any of a large group of players at any time you wanted to while having a ready supply of new adventures to play and being able to still feel like you had a sense of advancement. You got to keep your xp and gold so it didn't feel like you were playing a one shot and everyone played similar adventures so had context for where the plot line was gong. The plot kept going and you'd create a legacy over years. The key is not just to have readily available adventures but to have those adventures be part of a bigger world, a bigger community, and a continuing storyline. [/QUOTE]
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