"Living" Campaigns

eris404

Explorer
Hey all,

So what's the deal with the "Living" campaigns anyway? I've read over various descriptions, like for Living Greyhawk, but I guess I still don't get it - I'm not trying to be offensive or snide here, I honestly want to know how they work in practice and what the appeal is. Anyone here a fan?
 

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In practice you make a character following the living campaign guidelines (Which I'm sure can be downloaded from the RPGA website). Then you attend a gameday/convention where someone is playing said living campaign. Living Greyhawk seems to be the most popular so it shouldn't be too difficult to find in your area. Walla you get to play in a game. Once there someone will help you fill out the paperwork, each living campaign has it's own.

Now it's time for the Good, the Bad and the Ugly.

The Good:

-You get to meet DnD geeks in your area
-You get to play with different people all the time
-Your character actually advances, unlike one shot games like classics

The Bad:

-Living campaigners leave roleplaying at the door and it becomes a lot of dice rolling
-Most modules are very linear (depending on the campaign) and leave little choice to the players
-GM's are called judges and truly the living campaigns don't allow the judges to be creative, mostly they are expected to run the module. (Campaign specific, Greyhawk suffers this badly)
-There are a lot of powergamers, and munchkins

The Ugly:

-Rules whores abound as well as cheaters. Still to this day I can't see the point in cheating at a role-playing game.
-Politics. There are a lot of gaming groups that suffer from politics. GM's that play favorites, players that always play together, GM's on power trips (i.e. brag about body count). There are a lot of geeks that just want to feel important.


So from my standpoint if you use the living campaigns for what they are for. Meeting new gamers then it's great because you'll meet a lot of new and interesting people. Great way to find players for a homegame. But I find that the living campaigns tend to stiffle creativity and in general you tend to be PUNISHED for role-playing your character and well that's not the kind of game I'm interested in.

Anyway, nuff said.

Delgar
 

eris404 said:
Hey all,

So what's the deal with the "Living" campaigns anyway? I've read over various descriptions, like for Living Greyhawk, but I guess I still don't get it - I'm not trying to be offensive or snide here, I honestly want to know how they work in practice and what the appeal is. Anyone here a fan?
Some are better than others, but part of that sentiment is just "preferences vary" (so what I like, maybe you don't).

People across the world play the same modules you do, but with their own characters. In theory, these are well-written, extensively play-tested module. In reality, that's just not possible, so some modules are better than others.

It's a great way to meet other players. By playing some RPGA events at cons (or even home games which seek out new players by posting on message boards, email lists, etc.), you can hook up with other players.

Sometimes you play a stinker. Now, it may be a stinker because of a bad module, bad judge, bad gaming environment, or bad players (or some god-awful combination of all these factors).

On the other hand, a good group or a good judge (or even better, both) can tuen a bad module into a great game. Two years ago at GenCon, I played a bad LG module called "Brendigund's Bride"--there are a lot of reasons it's a bad module, which I won't go into here. But the group (DM Eleanor H. Sampson, and the other players: Dan Glovier, Scott Randall, Tom Welling, Brad Burkman, William Letizke, & Eva Lademann) made it a great experience. I knew Scott before, but the other people were complete strangers to me. We just "clicked" as a group and had a great time.

If you don't like d20, don't play in "Living Campaigns"--the RPGA has given them until the end of the year to be d20, or they're not RPGA campaigns any more. I think this only affects two campaigns (Living Rokugan and, uh, something else).

The RPGA has also killed Living Jungle (and who knows what else), so if there's not a certain threshold of interest, a "Living" campaign can die. I don't believe that "the public" knows exactly what that threshold is.

I started playing Living Greyhawk two years ago just to get more exposure to the rules. You will see almost every possible combination in "Living Campaigns" (half-orc bard, halfling monk, gnome paladin--they might be rare, but they exist in LG). You will also see many different interpretations of rules; often, different interpretations of the same rule. :D

If you like House Rules, stay away from "Living Campaigns"--since they are "shared" campaigns, you can't just "house rule" some issue to change something you don't like.

What a lot of people do, is play many mods with the same groups (or mostly the same group). This can happen on a small scale at a con (where you game repeatedly with people you played with in the first slot), or a larger scale, where people only play the mods (at home or at a con) with the same group. To me, that missing part of the fun--meeting new people.

For me, the "Living Campaigns" have been great (even though a lot of the modules are bad). My primary goal--to see more of the rules actually used in game, so I could learn them--has certainly happened. And as a bonus, I've hooked up with some other players that I wouldn't have met otherwise.

If you can not handle a bad module, then don't play "Living Campaigns"--you'll drive yourself nuts. That's four hours (or longer) of your life you can never get back. :)
 

Thanks, Delgar!

This is fascinating. This seems like such a different style of play from what I'm used to (unless someone else has a different opinion or experience from what you posted). I have to admit that you make it sound sort of....um....ugly. I'm a bit baffled at the "stifled creativity" part, because that seems like the exact opposite of what an RPG is (at least to me). What do you mean exactly by being punished for role-playing?
 

Delgar said:

The Bad:

-Living campaigners leave roleplaying at the door and it becomes a lot of dice rolling
-Most modules are very linear (depending on the campaign) and leave little choice to the players

Delgar makes some great points and I agree with his "Bad" applying to most "Living Campaigns." Most LG mods are quite linear. But (as Delgar noted) this problem doesn't apply to every campaign.

If you play some "Living Death" (at least the mods I have played), the plots are often less linear, the combat less frequent, and they have had lots of role-playing.

Living Death is set in the 1890s, it's a 3e update of Ravenloft "Masque of the Red Death"--which might not be your cup of tea. Also, playing horror mods at a large con doesn't always work, usually due to the noise factor.
 

I should state that I've only played in:

Living Greyhawk and Living Force

I enjoyed living force it was always fun, modules still tend to be linear but the judge has more leeway.

I've heard good things about Living Death and Living Arcanis, however both will be more difficult to find games in.

Living Greyhawk is usually easy to find, but most of what I've learned of the living campaigns comes from it.

Like I said a great place to meet gamer geeks!

Delgar
 

I agree with the above posts about Living Greyhawk. You get to meet a lot of people from all over the world.

You also get the chance to play the same character at any convention that offers Living Greyhawk... which can be fun, if you like playing at conventions.

Of the 5 times I've played... I would say two of those times were sub-par experiences. The other 3 were fun. Not sure if it's worthwhile to extrapolate those odds, but I'm throwing it out there for you anyway.

--sam
 

I play in several Living Campaigns, and while they do have their flaws (as do home games), there several advantages that make it worth the effort for a lot of people.

1) You can generally play the same character long enough to get to high levels.

How often have you labored to create a cool character only to have the campaign end or go into limbo after one or two sessions?

Most Living campaigns will be running for years, and will support PC's all the way up to level 20, and at least on (LC) supports characters beyond level 20.

2) You can play your character in any state in the US, and in several countries outside the US.

If you move to another area, you can keep playing your same character (in most cases), and use the RPGA as a brige to establishing or joining a new home group.

3) There is a large online community that you can discuss the game with, and have the potential of playing your character with

It can be a lot of fun traveling to an out of state convention and showing off your PC to people that you met over the internet. This doesn't happen nearly as often in home games, as characters from one campaign will rarely fit neatly into another one.
 

Living Greyhawk: C+
Boring Linear Modules, Gms who dont know rules, Powergamers, Munchkins YAY!


Living Jedi, err I mean Force: F
remember that brady bunch episode where Jan complains that everyone ignores her and always pays attention to her older sister, giving the classic quote of " Marsha, Marsha, Marsha!" ?

Well imagine a RPG filled with Marshas all wielding lightsabers, each one a perfectly statted carbon copy of the others, each trying to outdo the last with their silly little broken force powers.

Skip it.

Living City: ??
Ha HaHA hAHAhAHahaHAHahAHAHAa
just try to find it! Some joker company actually think people will pay top dollar for their half-arsed written modules, so they paid for the rights to Forgotten Realms. Now you have to pay to play, whereas the other games are all free. (you still have to pay to attend the con, but you dont have to pay to play RPGA modules, only living city ones) The RPGA is starting a new Forgotten Relams campaign, (dont ask me how theydo this when the rights were bought) but it will only last two years so levels will top out at around 5-7th level.
Dont waste your time.

Living Death: A++++++++++++++----->
This one campaign redeems all the rest. For all those who say living modules cant be deep, interesting, exciting and frightening because they only last four hours need to try this adaption of the Ravenloft rules for real world 1890s.
Living Death is a mystery horror adventure series pitting you, mere humans against the secret maniacal forces of the Red Death and its minions. It takes place in our world, not in the Dnd world, so characters and scenarios are based in historical reality. Of course the threats are not real, Ive faced cultists ghosts, wraiths, cultists mummies werewolves cultists illithids vampires and more of those damn evil sorcerer cultists!! The stores are written by people who frankly, could be writing professionally. Whats all the better, is that your classic powergamer is turned off by this ROLEplaying intensive background and setting.
If you do anything, do this one.

Living Arcanis: B+
See description of Living greyhawk, but with much better writing of modules. I like it, but a bit monty haul.

Living Kalamar: B
Low power version of Living Greyhawk, plus difficult to find becuase its not very popular yet.

Classic RPGA: A
Get them while they last cuz RPGA is phasing them out. high quality Dnd and COC modules abound.
 

slaughterkin said:
Living Kalamar: B
Low power version of Living Greyhawk, plus difficult to find becuase its not very popular yet.

Hey! :eek:

I gotta argue that a little bit. :) How low-power the Living Kalamar campaign is really depends upon the adventure. After all, most Living Kalamar is set in the Principality of Pekal - where the College of Magic is located. And while I won't even try to argue popularity, it's definitely not difficult to find. The Living Kalamar/Pekal Gazetteer is easily available from our website, if not your local gaming store.

At this time, six Living Kingdoms of Kalamar scenarios are available for download from the RPGA web site. They are entitled:

LKoK1: If I Were a Rich Man
LKoK2: The Rounds
LKoK3: Hurry Up and Wait
LKoK4: Making a Name
LKoK5: With Thine Eyes
LKoK6: Reflections of a Shrouded Past.
The next scenario, LKoK7: Burial Mounds should be available for download soon.

The first and second Kingdoms of Kalamar adventure module approved for home play are ready! The modules are called Invasion of Arun'Kid and Aldriv's Revenge. Living Kingdoms of Kalamar players are approved to play their LKoK characters in this module at home as long as the adaptation and certs sheets are used. The DM and the players must be RPGA members.

Also, the third Kingdoms of Kalamar adaptation sheet is now available for download! The adventure is Root of All Evil, and downloading and using the adaptation sheet and the certification sheet now allows this module to be run at home as an official Living Kingdoms of Kalamar event.

Links:
RPGA Network Home Page
http://www.wizards.com/default.asp?x=rpga

Downloads:
http://www.kenzerco.com/rpg/kalamar/livingkalamar/


===
Mark Plemmons
Kenzer and Company
www.kenzerco.com
===
 

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