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<blockquote data-quote="Pauper" data-source="post: 6968642" data-attributes="member: 17607"><p>For convention play, that makes some sense -- and the new convention-specific modules AL is trying to promote to add new content specifically to conventions is very much along this style of 'random play'. Even then, though, the convention authors are likely going to include some kind of internal story through their offerings, with the idea that playing the adventures in a given order will be the most enjoyable way to play them. (If you played through the Baldman adventures at Origins or GenCon, you know what I mean.) So even then, there's going to be a preferred 'order of operations' and someone who just decides to 'drop in' is doing himself a disservice. Caveat emptor, I guess.</p><p></p><p></p><p></p><p>I see this a lot -- because transferability of play is a feature of the program, some have elevated it to be the most important feature. It's not, simply because most players never make use of that feature. In fact, as Organized Play has evolved, systems that existed in previous iterations mainly to feature transferability (the 'region' system in Living Greyhawk comes to mind, where certain adventures were only playable in certain regions, and if you wanted to play them, you have to go to that region) have been dropped as being antithetical to the more important goals of Organized Play.</p><p></p><p></p><p></p><p>What's the enjoyment in that? Even an MMO tries to ground its dungeons and other quests within the context of a wider world, because that's what makes the adventures meaningful. I mean, what's the point of 'saving the world' if you don't bother even caring what the world is?</p><p></p><p>Honestly, though, if I were going to start retiring adventures, I'd probably start with Season Four rather than Season One -- it's already compartmentalized as it is, and given the restrictions involved in playing that season, most groups who had an interest in doing so have probably already started or even finished the season.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 6968642, member: 17607"] For convention play, that makes some sense -- and the new convention-specific modules AL is trying to promote to add new content specifically to conventions is very much along this style of 'random play'. Even then, though, the convention authors are likely going to include some kind of internal story through their offerings, with the idea that playing the adventures in a given order will be the most enjoyable way to play them. (If you played through the Baldman adventures at Origins or GenCon, you know what I mean.) So even then, there's going to be a preferred 'order of operations' and someone who just decides to 'drop in' is doing himself a disservice. Caveat emptor, I guess. I see this a lot -- because transferability of play is a feature of the program, some have elevated it to be the most important feature. It's not, simply because most players never make use of that feature. In fact, as Organized Play has evolved, systems that existed in previous iterations mainly to feature transferability (the 'region' system in Living Greyhawk comes to mind, where certain adventures were only playable in certain regions, and if you wanted to play them, you have to go to that region) have been dropped as being antithetical to the more important goals of Organized Play. What's the enjoyment in that? Even an MMO tries to ground its dungeons and other quests within the context of a wider world, because that's what makes the adventures meaningful. I mean, what's the point of 'saving the world' if you don't bother even caring what the world is? Honestly, though, if I were going to start retiring adventures, I'd probably start with Season Four rather than Season One -- it's already compartmentalized as it is, and given the restrictions involved in playing that season, most groups who had an interest in doing so have probably already started or even finished the season. -- Pauper [/QUOTE]
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