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D&D Older Editions, OSR, & D&D Variants
Really?? Is RPGA really the best place to test 4e
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<blockquote data-quote="Majoru Oakheart" data-source="post: 3786144" data-attributes="member: 5143"><p>The problem is your stating opinion AS fact and then claiming it's irrefutable. </p><p></p><p>You know HOW that document came about? It started almost completely open and increased in size every year as the RPGA found loopholes and problems with the 3rd edition rules. It also restricts things that wouldn't fit into Greyhawk as a campaign setting the same as any other DM would do in their home campaign.</p><p></p><p>As we discovered that powergamers were showing up at tables with characters who abused Divine Metamagic and there was no way to stop them, we banned Divine Metamagic. When we found out some spells were WAY too powerful when persistent, we remove Persistent Spell, etc. Most of the home game DMs I know have a similar restricted list(or they simply kick people out of their home game if they ever make up a character who abuses the options)</p><p></p><p>Item handouts let us give out custom items that aren't in the book and show that they are official to the next DM. Home game DMs give out custom items all the time. They just don't need to write them on certs since no other DM is ever going to look at them.</p><p></p><p>As for the rest of the book. We try REALLY hard not to change anything from the rules. In fact, we aren't allowed to by WOTC change anything that doesn't NEED to be changed. So, the only rules that got changed at all were the rules for Magic Item Crafting(which didn't get changed much, we just put a limit on how much you can do and clarified how much time it takes in terms of LG Time Units), using craft skills (this rule was changed because the amount of gp you could get from it wasn't in line with the gp you can get from adventuring and we wanted the focus of the campaign to be going on adventures), and the rate of advancement (XP was slowed down a lot to make the campaign last longer). No other rules in the whole book were changed. Almost every home game DM I know has changed a LOT more of the rules than that. They actually play further away from the rules in the book than the RPGA does.</p><p></p><p></p><p>Sorry what do you mean the campaigns described in the DMG aren't there?</p><p></p><p>We have</p><p>-4-6 players</p><p>-a table with a battlemat</p><p>-a DM</p><p>-dice, character sheets, pencil and paper</p><p>-an adventure with a mix of role playing and combat encounters</p><p>-some adventures are related to larger story arcs, some of which go on for years</p><p>-some adventures are stand alone, one session affairs unrelated to the larger story arc</p><p>-there is one entity who decides where the campaign is going and plans out events into the future (the Triad in each region)</p><p>-we follow all the rules to the letter written in the PHB, DMG, and MM with no(well, VERY few) changes</p><p></p><p>Tell me, what is it that's written in the DMG that we are not following that makes us "not D&D".</p><p></p><p></p><p>This is the most confusing thing you've said. It also shows you really don't know what you are talking about. All of the Living Greyhawk events at the most recent GenCon sold out within the first 4 hours or tickets being available. I volunteered as a DM for a number of slots and I can tell you that Dave C was practically begging more DMs to volunteer since we had too many players. We actually reached the hard limit of games we were allowed to run (the number of tables that will fit into the RPGA room at GenCon) and we still had to turn away some people.</p><p></p><p></p><p>I agree, people like Erik Mona(Editor-in-chief of Dragon Magazine) who helped start Living Greyhawk and wrote the Living Greyhawk Gazetteer. People like Jason Bulmahn(works for Paizo and co-wrote Expedition To The Ruins of Castle Greyhawk) who was a Circle member in Living Greyhawk for a number of years and an adventure writer for LG as well.</p><p></p><p>Or, say, any number of the 100 or so voluntarily work writing adventures in the same style as all the published ones with similar restrictions on what can and can't be in them (passed down to them from WOTC themselves), using the same format. They have to figure out Encounter Levels of encounters by the book, wealth for NPCs by the book, advance monsters by the book, etc. And they all go through an editing process where the numbers are all checked and the authors have to change things that are deemed too powerful or don't fit in with the story line. They all have to work within deadlines to get adventures out in time.</p><p></p><p>I think these people all have a very good idea of what D&D is like the way its written, given that they don't have the ability of most Home Game DMs to just "make stuff up".</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3786144, member: 5143"] The problem is your stating opinion AS fact and then claiming it's irrefutable. You know HOW that document came about? It started almost completely open and increased in size every year as the RPGA found loopholes and problems with the 3rd edition rules. It also restricts things that wouldn't fit into Greyhawk as a campaign setting the same as any other DM would do in their home campaign. As we discovered that powergamers were showing up at tables with characters who abused Divine Metamagic and there was no way to stop them, we banned Divine Metamagic. When we found out some spells were WAY too powerful when persistent, we remove Persistent Spell, etc. Most of the home game DMs I know have a similar restricted list(or they simply kick people out of their home game if they ever make up a character who abuses the options) Item handouts let us give out custom items that aren't in the book and show that they are official to the next DM. Home game DMs give out custom items all the time. They just don't need to write them on certs since no other DM is ever going to look at them. As for the rest of the book. We try REALLY hard not to change anything from the rules. In fact, we aren't allowed to by WOTC change anything that doesn't NEED to be changed. So, the only rules that got changed at all were the rules for Magic Item Crafting(which didn't get changed much, we just put a limit on how much you can do and clarified how much time it takes in terms of LG Time Units), using craft skills (this rule was changed because the amount of gp you could get from it wasn't in line with the gp you can get from adventuring and we wanted the focus of the campaign to be going on adventures), and the rate of advancement (XP was slowed down a lot to make the campaign last longer). No other rules in the whole book were changed. Almost every home game DM I know has changed a LOT more of the rules than that. They actually play further away from the rules in the book than the RPGA does. Sorry what do you mean the campaigns described in the DMG aren't there? We have -4-6 players -a table with a battlemat -a DM -dice, character sheets, pencil and paper -an adventure with a mix of role playing and combat encounters -some adventures are related to larger story arcs, some of which go on for years -some adventures are stand alone, one session affairs unrelated to the larger story arc -there is one entity who decides where the campaign is going and plans out events into the future (the Triad in each region) -we follow all the rules to the letter written in the PHB, DMG, and MM with no(well, VERY few) changes Tell me, what is it that's written in the DMG that we are not following that makes us "not D&D". This is the most confusing thing you've said. It also shows you really don't know what you are talking about. All of the Living Greyhawk events at the most recent GenCon sold out within the first 4 hours or tickets being available. I volunteered as a DM for a number of slots and I can tell you that Dave C was practically begging more DMs to volunteer since we had too many players. We actually reached the hard limit of games we were allowed to run (the number of tables that will fit into the RPGA room at GenCon) and we still had to turn away some people. I agree, people like Erik Mona(Editor-in-chief of Dragon Magazine) who helped start Living Greyhawk and wrote the Living Greyhawk Gazetteer. People like Jason Bulmahn(works for Paizo and co-wrote Expedition To The Ruins of Castle Greyhawk) who was a Circle member in Living Greyhawk for a number of years and an adventure writer for LG as well. Or, say, any number of the 100 or so voluntarily work writing adventures in the same style as all the published ones with similar restrictions on what can and can't be in them (passed down to them from WOTC themselves), using the same format. They have to figure out Encounter Levels of encounters by the book, wealth for NPCs by the book, advance monsters by the book, etc. And they all go through an editing process where the numbers are all checked and the authors have to change things that are deemed too powerful or don't fit in with the story line. They all have to work within deadlines to get adventures out in time. I think these people all have a very good idea of what D&D is like the way its written, given that they don't have the ability of most Home Game DMs to just "make stuff up". [/QUOTE]
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