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<blockquote data-quote="Coreyartus" data-source="post: 6368150" data-attributes="member: 5399"><p><strong>Playing Experience</strong></p><p></p><p>Having read the thread, I think I’m finally able to articulate what’s bugging me about the current Adventurer's League experience.</p><p></p><p>A bit of context—I stopped playing D&D in 2005, skipping 4.0 and PFS entirely. My last experience with any organized play was Living Greyhawk and Living Kingdoms of Kalamar. I am excited about the 5E version of the game, and decided to try it out again.</p><p></p><p>My experience of the Adventurer’s League was this: an overwhelmed game store with barely enough room for participants (and a dawning awareness that attendance would probably increase as the game catches on). I loved it, but it was a bit crowded, very loud, and in the end I sorta felt like <sad sigh> a cow… </p><p></p><p>While I love playing with strangers (and that was a big part of the charm of LG), what kept me coming back to LG was playing with familiar friends over and over again. The game store provided those initial connections, but that same venue and situational context worked against continual play experiences of any depth. I grew to love Round Zeros (games played to prepare DMs so they could then run the same game for more players later on) because of the intimacy of actually being with my friends in someone’s private home, not the game store. Being in the “hub” of neighborhood activity was problematic sometimes when that hub wasn’t big enough to accommodate the neighborhood all at once.</p><p></p><p>And that’s what I found frustrating about my two initial AL experiences. It seems the structure of the experience clearly favors stepping out of the home play environment in favor of playing with strangers—potentially a rotating cast of characters with varying play styles, experience, ages, and expectations—in a venue that may or may not actually be able to handle the potential number of players (or with organizers that--based on the horror stories I've read--may or may not know what their doing, or even store owners that sadly may or may not actually care, none of which were my experience). This does have an impact on the flavor of play. And the AL is literally saying, by throttling the availability of the adventures it offers mainly through stores, that there are limited alternatives and taking advantage of them is an exception to the norm.</p><p></p><p>I’m not saying AL should offer whatever resources and adventures they have for free to home play. But I am saying that it needs to look carefully at what the very nature of the game itself creates for its players, and consider ways of optimally generating a player base that will, naturally through play, begin to be inclined toward more insular groupings once the initial benefit of the OP mechanism is exploited: connecting with other players. </p><p></p><p>The benefit of playing in an Organized Play experience is that there are rules norms, consistencies, and a clearly delineated hierarchy of benefits that add up to a structure that facilitates a playing style that most strangers can comprehend and work within in order to play with each other. That same structure creates an inherent connection to other groups of players so the participants don’t feel they’re “playing in a vacuum”--there's a national context to their endeavors. It also enables participation in larger events when desired.</p><p></p><p>It is disheartening to feel that those larger events are somehow required (or even favored). It is disenfranchising to feel that the intimacy of a continuing group of friends in one’s basement should be translated to a public venue, or made public by invitation to (ironically) enable a less complex gaming environment. The game itself bends the players toward personal connections and small groups. AL is going to have to figure out how to make those players want to experience the game in a different way. Without unfortunately feeling like a cow somehow... <sad sigh></p><p></p><p>I'm going to continue my AL experiences. I’m going to even DM some games. I like most of the people I’ve met thus far. I’d just rather not play trapped in or tethered to a store to experience the available content. And I worry that without some depth and accommodation to the AL experience, the mechanism may come across to a lot of players as a blatant marketing ploy to get gamers into stores to buy product instead of an effort by a game company to endear people to their game and therefore buy product. The industry has changed, and I would venture that the central hub of the game store is no longer the primary access point for product purchases, and hasn’t been the “heart” of the game for a long time. It’s the play table that’s the heart. It’s awesome to support stores, but funneling game experiences through them might not be the best approach in the long run…</p><p></p><p>My 2¢.</p></blockquote><p></p>
[QUOTE="Coreyartus, post: 6368150, member: 5399"] [b]Playing Experience[/b] Having read the thread, I think I’m finally able to articulate what’s bugging me about the current Adventurer's League experience. A bit of context—I stopped playing D&D in 2005, skipping 4.0 and PFS entirely. My last experience with any organized play was Living Greyhawk and Living Kingdoms of Kalamar. I am excited about the 5E version of the game, and decided to try it out again. My experience of the Adventurer’s League was this: an overwhelmed game store with barely enough room for participants (and a dawning awareness that attendance would probably increase as the game catches on). I loved it, but it was a bit crowded, very loud, and in the end I sorta felt like <sad sigh> a cow… While I love playing with strangers (and that was a big part of the charm of LG), what kept me coming back to LG was playing with familiar friends over and over again. The game store provided those initial connections, but that same venue and situational context worked against continual play experiences of any depth. I grew to love Round Zeros (games played to prepare DMs so they could then run the same game for more players later on) because of the intimacy of actually being with my friends in someone’s private home, not the game store. Being in the “hub” of neighborhood activity was problematic sometimes when that hub wasn’t big enough to accommodate the neighborhood all at once. And that’s what I found frustrating about my two initial AL experiences. It seems the structure of the experience clearly favors stepping out of the home play environment in favor of playing with strangers—potentially a rotating cast of characters with varying play styles, experience, ages, and expectations—in a venue that may or may not actually be able to handle the potential number of players (or with organizers that--based on the horror stories I've read--may or may not know what their doing, or even store owners that sadly may or may not actually care, none of which were my experience). This does have an impact on the flavor of play. And the AL is literally saying, by throttling the availability of the adventures it offers mainly through stores, that there are limited alternatives and taking advantage of them is an exception to the norm. I’m not saying AL should offer whatever resources and adventures they have for free to home play. But I am saying that it needs to look carefully at what the very nature of the game itself creates for its players, and consider ways of optimally generating a player base that will, naturally through play, begin to be inclined toward more insular groupings once the initial benefit of the OP mechanism is exploited: connecting with other players. The benefit of playing in an Organized Play experience is that there are rules norms, consistencies, and a clearly delineated hierarchy of benefits that add up to a structure that facilitates a playing style that most strangers can comprehend and work within in order to play with each other. That same structure creates an inherent connection to other groups of players so the participants don’t feel they’re “playing in a vacuum”--there's a national context to their endeavors. It also enables participation in larger events when desired. It is disheartening to feel that those larger events are somehow required (or even favored). It is disenfranchising to feel that the intimacy of a continuing group of friends in one’s basement should be translated to a public venue, or made public by invitation to (ironically) enable a less complex gaming environment. The game itself bends the players toward personal connections and small groups. AL is going to have to figure out how to make those players want to experience the game in a different way. Without unfortunately feeling like a cow somehow... <sad sigh> I'm going to continue my AL experiences. I’m going to even DM some games. I like most of the people I’ve met thus far. I’d just rather not play trapped in or tethered to a store to experience the available content. And I worry that without some depth and accommodation to the AL experience, the mechanism may come across to a lot of players as a blatant marketing ploy to get gamers into stores to buy product instead of an effort by a game company to endear people to their game and therefore buy product. The industry has changed, and I would venture that the central hub of the game store is no longer the primary access point for product purchases, and hasn’t been the “heart” of the game for a long time. It’s the play table that’s the heart. It’s awesome to support stores, but funneling game experiences through them might not be the best approach in the long run… My 2¢. [/QUOTE]
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