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More WotC RPGA D&D content in Dungeon?
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<blockquote data-quote="kenobi65" data-source="post: 2821891" data-attributes="member: 1515"><p>It's no such example, in my case. Please don't put words in my mouth. I am already <strong>very</strong> involved in RPGA play. I have already chosen, for the reasons I stated above, to not even try Mark of Heroes (the fact that the RPGA can't seem to get their act together when it comes to effectively supporting the D&D Campaigns certainly doesn't help). Having a Mark of Heroes or Xen'drik adventure in Dragon won't do jack to change my mind on those campaigns.</p><p></p><p></p><p></p><p>It is absolutely true, and I'm not talking about sheer page count. I've not read the MoH adventures, but they're 4-hour, one-round adventures, exactly the same as Living Greyhawk, Living Arcanis, etc. They're specifically written so that the vast majority of groups who play them can finish them in four hours <strong>or less</strong>. I've played in more than a few RPGA modules that we finished in under 3 hours.</p><p></p><p>RPGA modules typically have no more than 3 combat encounters (and very often only two), because you can't fit more than that into a four-hour time slot.</p><p></p><p>The D&D Open is 3 adventures, because it was a three-round module when it was run at GenCon Indy. I imagine that James said, if they do it again, they'd do it as a single adventure, because, at that point, it <strong>would</strong> probably be as long as a typical Dungeon adventure.</p><p></p><p>I'm pretty sure that you and your home group play Dungeon adventures, based on your prior posts to this board. How long does it take you and your group to play a Dungeon adventure? More than one gaming session? More than 4 hours? I don't know about your group, but playing a typical Dungeon adventure for our group is more like 8 to 10 hours (some are longer or shorter than others, but that's a pretty good estimate, based on playing a couple of dozen of them).</p><p></p><p></p><p></p><p>It's not different, but it <strong>is</strong> a step that has to be taken. I'm just trying to make sure that it's clear that the modules are <strong>not</strong> the RPGA's, to do with as they please, once they retire from official RPGA play.</p><p></p><p></p><p></p><p>By that, do you mean Living City and Legacy of the Green Regent? No, neither have ever been reprinted; they both likely face the same issues with republication rights that the other RPGA modules do. (Probably worse, in the case of Living City, in that they were likely written under the old RPGA contracts, which didn't let the rights revert to the authors.)</p><p></p><p></p><p></p><p>Well, what you've heard is that Erik and James are open to the idea. Whether the RPGA has any interest in it is another question. (The fact that, something like three years later, they haven't done another "Mad God's Key" suggests to me that they might not be too interested.)</p><p></p><p>I'd also point out that RPGA management strongly believes that <strong>public</strong> play (conventions, game days at retail stores) is the best way to attract new players to D&D, and to the RPGA -- and that's the RPGA's biggest goal. I've talked with Ian Richards on this topic...they do offer support of home play because RPGA members have asked for it, but they are convinced that most home groups are insular and don't do much to recruit new players to the hobby. </p><p></p><p>This is why their programs are more supportive of conventions and game days, and why it's a royal pain in the you-know-what to join the RPGA in any other fashion besides attending an RPGA event. And, since I bet you that they feel that Dungeon adventures are primarily another way to support home play, they wouldn't feel that it's a particularly good way to attract <strong>new</strong> RPGA members.</p></blockquote><p></p>
[QUOTE="kenobi65, post: 2821891, member: 1515"] It's no such example, in my case. Please don't put words in my mouth. I am already [b]very[/b] involved in RPGA play. I have already chosen, for the reasons I stated above, to not even try Mark of Heroes (the fact that the RPGA can't seem to get their act together when it comes to effectively supporting the D&D Campaigns certainly doesn't help). Having a Mark of Heroes or Xen'drik adventure in Dragon won't do jack to change my mind on those campaigns. It is absolutely true, and I'm not talking about sheer page count. I've not read the MoH adventures, but they're 4-hour, one-round adventures, exactly the same as Living Greyhawk, Living Arcanis, etc. They're specifically written so that the vast majority of groups who play them can finish them in four hours [b]or less[/b]. I've played in more than a few RPGA modules that we finished in under 3 hours. RPGA modules typically have no more than 3 combat encounters (and very often only two), because you can't fit more than that into a four-hour time slot. The D&D Open is 3 adventures, because it was a three-round module when it was run at GenCon Indy. I imagine that James said, if they do it again, they'd do it as a single adventure, because, at that point, it [b]would[/b] probably be as long as a typical Dungeon adventure. I'm pretty sure that you and your home group play Dungeon adventures, based on your prior posts to this board. How long does it take you and your group to play a Dungeon adventure? More than one gaming session? More than 4 hours? I don't know about your group, but playing a typical Dungeon adventure for our group is more like 8 to 10 hours (some are longer or shorter than others, but that's a pretty good estimate, based on playing a couple of dozen of them). It's not different, but it [b]is[/b] a step that has to be taken. I'm just trying to make sure that it's clear that the modules are [b]not[/b] the RPGA's, to do with as they please, once they retire from official RPGA play. By that, do you mean Living City and Legacy of the Green Regent? No, neither have ever been reprinted; they both likely face the same issues with republication rights that the other RPGA modules do. (Probably worse, in the case of Living City, in that they were likely written under the old RPGA contracts, which didn't let the rights revert to the authors.) Well, what you've heard is that Erik and James are open to the idea. Whether the RPGA has any interest in it is another question. (The fact that, something like three years later, they haven't done another "Mad God's Key" suggests to me that they might not be too interested.) I'd also point out that RPGA management strongly believes that [b]public[/b] play (conventions, game days at retail stores) is the best way to attract new players to D&D, and to the RPGA -- and that's the RPGA's biggest goal. I've talked with Ian Richards on this topic...they do offer support of home play because RPGA members have asked for it, but they are convinced that most home groups are insular and don't do much to recruit new players to the hobby. This is why their programs are more supportive of conventions and game days, and why it's a royal pain in the you-know-what to join the RPGA in any other fashion besides attending an RPGA event. And, since I bet you that they feel that Dungeon adventures are primarily another way to support home play, they wouldn't feel that it's a particularly good way to attract [b]new[/b] RPGA members. [/QUOTE]
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