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Positives on the RPGA
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<blockquote data-quote="Saeviomagy" data-source="post: 2254164" data-attributes="member: 5890"><p>You didn't really read my post too closely, did you? The high level/low level thing was a problem with NON rpga modules. RPGA modules that allow any and all levels generally mean it - like some old dungeon modules, the levels of the PC's are largely irrelevant.</p><p></p><p>I said I appreciated why it was done, but that doesn't really change the feeling you get when you find out that the cool item you found in a module will be taken away from you, because it'll take at least another two modules (or whatever - I do remember that it's more than one module before a 1st level character gets to 2nd, which doesn't line up with my normal experience of D&D...) to level up, and even then you can't afford to buy one... Nor have you ever, in the mandatory downtime within the game, encountered or been able to find the certain unusual item that you actually want...</p><p></p><p>To others - the basic point of my comments about faking reports for home games was this - also bear in mind that I've never experienced the new system for sanctioning home games (which sounds like it's a lot less restrictive), this is based on running living style modules for a local regular group:</p><p></p><p>A home game can afford to not have the item purchasing, character generation and 'you can only have X if you've got a card' rules from the RPGA. Those rules are to regulate strangers, are necessary to do so, and are quite effective at doing so. They do, however, interfere with many's enjoyment of the game in general.</p><p></p><p>So - if someone wants to play a kalashtar psion, but you don't have the card, then you just do it, and write it up as a human bard in the adventure log. That's the level of faking I'm talking about.</p><p></p><p>Thus - you've eliminated the downsides of an RPGA game while keeping the upsides (ie - you can get modules and with a little work you can take along a character to conventions, and you get some free minis and can sell campaign cards...)</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2254164, member: 5890"] You didn't really read my post too closely, did you? The high level/low level thing was a problem with NON rpga modules. RPGA modules that allow any and all levels generally mean it - like some old dungeon modules, the levels of the PC's are largely irrelevant. I said I appreciated why it was done, but that doesn't really change the feeling you get when you find out that the cool item you found in a module will be taken away from you, because it'll take at least another two modules (or whatever - I do remember that it's more than one module before a 1st level character gets to 2nd, which doesn't line up with my normal experience of D&D...) to level up, and even then you can't afford to buy one... Nor have you ever, in the mandatory downtime within the game, encountered or been able to find the certain unusual item that you actually want... To others - the basic point of my comments about faking reports for home games was this - also bear in mind that I've never experienced the new system for sanctioning home games (which sounds like it's a lot less restrictive), this is based on running living style modules for a local regular group: A home game can afford to not have the item purchasing, character generation and 'you can only have X if you've got a card' rules from the RPGA. Those rules are to regulate strangers, are necessary to do so, and are quite effective at doing so. They do, however, interfere with many's enjoyment of the game in general. So - if someone wants to play a kalashtar psion, but you don't have the card, then you just do it, and write it up as a human bard in the adventure log. That's the level of faking I'm talking about. Thus - you've eliminated the downsides of an RPGA game while keeping the upsides (ie - you can get modules and with a little work you can take along a character to conventions, and you get some free minis and can sell campaign cards...) [/QUOTE]
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