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Organized Play: Can You Learn To Love It?
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<blockquote data-quote="kitsune9" data-source="post: 7652392" data-attributes="member: 18507"><p>For the OP, #1, 2 and 3 for the downsides, I've experienced them, but I found them more tolerable and not too often for tournament play. What I hated about organized play was waaaaaay back in the Ye Olde Days of Living City where the most vocal and aggressive player took the certs at the table. I played at one table where one guy who was playing a bard or some such character threw a fit about the certs and he got them all, but at other games, one or two players pretty much dominated in taking the certs for themselves while the rest of us got to pick over the coins.</p><p></p><p>What I truly enjoyed about the living campaigns was that the stakes were real. If your character died, it was up to you to have enough funds to get him raised and if you didn't have the money, oh well, new character. Also, some of the modules were killer modules so you could play an entire con's worth of modules, get close to your next level, play the last module, get killed and now it just erased all the experience you cumulated from your weekend and possibly then some. You also had to effectively manage your time you spent with your character with time units as well. I truly enjoy games where the threat of dying and having it cost you makes for a more emotionally intense game.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 7652392, member: 18507"] For the OP, #1, 2 and 3 for the downsides, I've experienced them, but I found them more tolerable and not too often for tournament play. What I hated about organized play was waaaaaay back in the Ye Olde Days of Living City where the most vocal and aggressive player took the certs at the table. I played at one table where one guy who was playing a bard or some such character threw a fit about the certs and he got them all, but at other games, one or two players pretty much dominated in taking the certs for themselves while the rest of us got to pick over the coins. What I truly enjoyed about the living campaigns was that the stakes were real. If your character died, it was up to you to have enough funds to get him raised and if you didn't have the money, oh well, new character. Also, some of the modules were killer modules so you could play an entire con's worth of modules, get close to your next level, play the last module, get killed and now it just erased all the experience you cumulated from your weekend and possibly then some. You also had to effectively manage your time you spent with your character with time units as well. I truly enjoy games where the threat of dying and having it cost you makes for a more emotionally intense game. [/QUOTE]
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