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official modules only in rpga - why?
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<blockquote data-quote="MerricB" data-source="post: 2650403" data-attributes="member: 3586"><p>Also note that in the Eberron "Mark of Heroes" campaign, every month (in theory) there's a slot where the DM gets to create and run his own adventure.</p><p></p><p></p><p></p><p>Because a lot of DMs suck. Because the characters are portable from one DM to another.</p><p></p><p>If you came to me with a 1st level Living Greyhawk character with a +5 vorpal sword because that's what your last DM gave you, what would you expect me to do?</p><p></p><p>The other problem is one of campaign consequences. If, in your session, your DM decides that Mordenkainen dies, it's a bit of a problem when Mordy turns up in the next RPGA adventure you play...</p><p></p><p>###</p><p></p><p>I started running RPGA games (after a hearing a lot of bad press about them) just over a year ago. Here's the list of RPGA D&D scenarios I've run. (I've run some Living Force games, but I don't have enough players interested to continue with them).</p><p></p><p><strong>Living Greyhawk</strong></p><p>COR3-04 By Cunning and Forced Cause </p><p>COR3-05 Circle of Sin </p><p>COR3-13 The Traitor's Road </p><p>COR3-15 Nine Lives </p><p>COR3-17 When Orcs Attack </p><p>COR4-01 Shedding Scales </p><p>COR4-03 Tropical Intrigue </p><p>COR4-04 Red Tide </p><p>COR4-05 Crystal Caverns of the Cairn Hills </p><p>COR4-06 Duke of the Dust </p><p>COR4-08 The Letter </p><p>COR4-09 A Tiger? In Ahlissa?! </p><p>COR4-10 Riddle In the Dust </p><p>COR4-11 Crimson Thorns </p><p>COR4-12 Key to the Grave </p><p>COR4-14 Sympathy for the Baatezu </p><p>COR4-15 War of the Dust </p><p>COR4-18 It Never Rains in Nyrond </p><p>COR4-19 That Which Was Not Meant to be Known </p><p>PER4-01 Moradin’s Forge</p><p>PER4-02 Mind Games </p><p>PER4-03 Brother Mine</p><p>PER4-04 Battles In The Yatils</p><p>PER4-05 Regicide </p><p>PER4-07 A Nation Mocked</p><p>PER4-08 A Furgotten Business </p><p>COR5-02 Voice of Reason </p><p>COR5-03 Atonement </p><p>COR5-04 Desecrators of the Lord's Tomb </p><p>COR5-05 A Marked Man </p><p>COR5-06 Blood on Bright Sands </p><p>COR5-09 Gateway to Bright Sands </p><p></p><p><strong>Mark of Heroes</strong></p><p>EMH-1 Reflections of the Multiverse </p><p>EMH-2 Pirate's Bounty and the Isle of Fire </p><p>EMH-3 No Ticket </p><p>EMH-4 Finding the Way </p><p></p><p><strong>Legacy of the Green Regent</strong></p><p>LGR-13 Book Knowledge </p><p>LGR-16 In Cold Blood </p><p>LGR-17 Tour of Duty </p><p>LGR-18 Feast of the Moon </p><p>LGR-19 A Difference of Opinion </p><p></p><p>###</p><p></p><p><strong><em>Worst Scenario?</em></strong></p><p><strong>COR 3-13 The Traitor's Road</strong> by a long way. Everything about it felt rail-roaded and "NPCs are more important than PCs".</p><p></p><p><strong><em>Best Scenario?</em></strong></p><p><strong>PER4-05 Regicide</strong>. Oh boy, did my players and I love this adventure. Role-playing, intrigue, action, and a great resolution. Oh, and the actions of my players weren't railroaded.</p><p></p><p>###</p><p></p><p>Why is it that I run RPGA adventures? Well, the initial reason was to meet more players of D&D. That worked really well. I currently have *three* D&D groups, comprised of about 16 players, and I have quite a few more contacts around here in Ballarat due to that. </p><p></p><p>Only one of the groups plays RPGA adventures, I'll point out. One group I've had since 3e first came out. Another group I met through running a RPGA game day, and they disliked the adventure, but they *loved* my DMing. So, we play other adventures.</p><p></p><p>The other group is partly for those people who otherwise wouldn't have a DM. I can't write three campaigns. (I have trouble enough writing for one, so I steal a lot). However, running RPGA adventures is much easier. So I do that.</p><p></p><p>And here's the thing: even in Living Greyhawk, if you've got a good DM and some good players, you get some great games. And, for many of the adventures, there's no "even" about Living Greyhawk.</p><p></p><p>The adventures range from pitiful to wonderful. They are restricted by the format. Sure, there are ongoing consequences, but the games are designed to be run in one or two 4-5 hour slots, so there's not quite the expansiveness of home games. Mind you, "Regicide" was the culmination of a 10-part series... and has led onto greater things. My players really want to continue the "A Nation Mocked" series as some things have happened that they want to see the resolution of.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2650403, member: 3586"] Also note that in the Eberron "Mark of Heroes" campaign, every month (in theory) there's a slot where the DM gets to create and run his own adventure. Because a lot of DMs suck. Because the characters are portable from one DM to another. If you came to me with a 1st level Living Greyhawk character with a +5 vorpal sword because that's what your last DM gave you, what would you expect me to do? The other problem is one of campaign consequences. If, in your session, your DM decides that Mordenkainen dies, it's a bit of a problem when Mordy turns up in the next RPGA adventure you play... ### I started running RPGA games (after a hearing a lot of bad press about them) just over a year ago. Here's the list of RPGA D&D scenarios I've run. (I've run some Living Force games, but I don't have enough players interested to continue with them). [b]Living Greyhawk[/b] COR3-04 By Cunning and Forced Cause COR3-05 Circle of Sin COR3-13 The Traitor's Road COR3-15 Nine Lives COR3-17 When Orcs Attack COR4-01 Shedding Scales COR4-03 Tropical Intrigue COR4-04 Red Tide COR4-05 Crystal Caverns of the Cairn Hills COR4-06 Duke of the Dust COR4-08 The Letter COR4-09 A Tiger? In Ahlissa?! COR4-10 Riddle In the Dust COR4-11 Crimson Thorns COR4-12 Key to the Grave COR4-14 Sympathy for the Baatezu COR4-15 War of the Dust COR4-18 It Never Rains in Nyrond COR4-19 That Which Was Not Meant to be Known PER4-01 Moradin’s Forge PER4-02 Mind Games PER4-03 Brother Mine PER4-04 Battles In The Yatils PER4-05 Regicide PER4-07 A Nation Mocked PER4-08 A Furgotten Business COR5-02 Voice of Reason COR5-03 Atonement COR5-04 Desecrators of the Lord's Tomb COR5-05 A Marked Man COR5-06 Blood on Bright Sands COR5-09 Gateway to Bright Sands [b]Mark of Heroes[/b] EMH-1 Reflections of the Multiverse EMH-2 Pirate's Bounty and the Isle of Fire EMH-3 No Ticket EMH-4 Finding the Way [b]Legacy of the Green Regent[/b] LGR-13 Book Knowledge LGR-16 In Cold Blood LGR-17 Tour of Duty LGR-18 Feast of the Moon LGR-19 A Difference of Opinion ### [b][i]Worst Scenario?[/i][/b] [b]COR 3-13 The Traitor's Road[/b] by a long way. Everything about it felt rail-roaded and "NPCs are more important than PCs". [b][i]Best Scenario?[/i][/b] [b]PER4-05 Regicide[/b]. Oh boy, did my players and I love this adventure. Role-playing, intrigue, action, and a great resolution. Oh, and the actions of my players weren't railroaded. ### Why is it that I run RPGA adventures? Well, the initial reason was to meet more players of D&D. That worked really well. I currently have *three* D&D groups, comprised of about 16 players, and I have quite a few more contacts around here in Ballarat due to that. Only one of the groups plays RPGA adventures, I'll point out. One group I've had since 3e first came out. Another group I met through running a RPGA game day, and they disliked the adventure, but they *loved* my DMing. So, we play other adventures. The other group is partly for those people who otherwise wouldn't have a DM. I can't write three campaigns. (I have trouble enough writing for one, so I steal a lot). However, running RPGA adventures is much easier. So I do that. And here's the thing: even in Living Greyhawk, if you've got a good DM and some good players, you get some great games. And, for many of the adventures, there's no "even" about Living Greyhawk. The adventures range from pitiful to wonderful. They are restricted by the format. Sure, there are ongoing consequences, but the games are designed to be run in one or two 4-5 hour slots, so there's not quite the expansiveness of home games. Mind you, "Regicide" was the culmination of a 10-part series... and has led onto greater things. My players really want to continue the "A Nation Mocked" series as some things have happened that they want to see the resolution of. Cheers! [/QUOTE]
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