D&D (2024) New Greyhawk organized play campaign.

Shorter adventures are likely to be very useful for evening game store and club games - AL adventures (and LFR, and LG before them) worked well in 4-5 hour slots in conventions with players experienced at looking for the core adventure experience and pursuing it, but for newer players, and those not as focused on trying to fit in the whole of a long adventure in a limited time, it can be difficult to get enough time to run 4-hour adventures. So I'm looking forward to these!

If the ability to join the list of approved organisers is reasonably accessible that would be even better - an opportunity for game stores and clubs to create small local conventions and write a module to attract players, for instance, would be great.
 

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100% yes - After premieres they will be available to other shows, gamedays, store, or home play. We will be working up a schedule of release times as the future firms up (Gen Con is a long way away for most but for me Gen Con never truly ends - it's just 25 years of Gen Con blur)
Will they be or will they be allowed to be, converted to VTT formats such as Fantasy Grounds?
 


I used to run quite a bit of Living Greyhawk games back before the switch to 3.5. I met some people I still game with to this day, which, wow, is a long time. My biggest drawback was feeling less like a DM and more like a rubber stamp who only existed so players could get loot and experience points. I know on more than one occasion players ran through my session and then played the same module with another DM so they could score the loot they wanted.

I once ran a group through an adventure where they got into a big fight right in front of the main villain's lair and decided afterward to take a long rest. The villain of course knew what happened and the module specifically pointed out a secret escape via an underground river with a little boat the villain could use. I could have just had the villain sit around twiddling his thumbs, but I had him get the heck out of Dodge as that seemed the most logical thing to do. When the PCs finished their rest and entered the lair they were very disappointed to find they missed out on whatever experience and loot would have been there.
I will never get why people apply that kind of video game mentality to tabletop RPGs.
 

I will never get why people apply that kind of video game mentality to tabletop RPGs.
I've thought about this, and part of the reason has to do with how people play games at home. Another part of it had to do with the nature of Living Greyhawk campaigns. As both a player and a GM (I never played in games I had previously run), I felt constrained by the LG campaign setting. The way it works, everyone was able to bring their character to any LG game run by any DM. When you have an environment like that, there's less opportunity for both players and DMs to bring their own uniqueness to the table.

I honestly kind of looked at Living Greyhawk as if it were a video game. Where does my character live? Somewhere in the Yeomanry because I live in Arkansas. What does he do in his off time, is he married, etc., etc.? Who knows? The only thing that exists is the scenario. I can only meaningfully engage with the setting via the scenario whether I'm the DM or the player.

You have to be able to accept the constraints of the campaign structure to enjoy the game. Sometimes you're going to get some video gamey actions. I had one LG player have his Paladin Detect Evil on every single NPC the group met. Every. Single. One. After the 5th or 6th one I told him to stop asking. I'll just tell him if he finds someone evil. Dude was checking shop keepers, bar keepers, and just any random villager they met.
 

Yes, it's useful to recall that the current form of organised play has evolved from the major shift in convention play from 'play a self-contained adventure with characters created by the adventure designer for just that adventure' (usually as a competition of some sort) to 'create a character which can play in many different convention adventures'. I think because we're such a long way now from the birth of 'living' campaigns, we can end up looking at something like Living Greyhawk or Adventurers League and mainly seeing the way they lack the characteristics of a home campaign where the PCs and the adventure are considerably intertwined, characters' have more agency without significantly disrupting the overall activity (since the DM can respond and adjust future campaign plans if PCs do something particularly unexpected), etc.

It might be good to have a clearer explanation of what playing in an OP campaign can look like, and some of the ways in which players can engage to get the most out of it (like not making a lone wolf character who always wants to go in a different direction, or a very cautious one who avoids every possible conflict, etc) and the ways in which they can provide a different type of D&D experience.
 



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