RPGA: Is it any good?

Henry said:
From an old RPGA FAQ circa 1996:

And today it is 2004. The 1996 FAQ doesn't change the fact that RPGA membership is free today in 2004. Follow the link and first two sentences say "Joining the RPGA is fast, easy, and fun. Better yet, your free membership lasts a lifetime."

The only "investment" you need to join is to show up at an RPGA-sactioned event, or take a rules-knowledge test to be a judge.


Regards,
Eric Anondson
 

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That's funny. At a recent con, I was running a Living Greyhawk event. All of the players were backstabbing, item hoarding, wankers. After the event, the guy who was playing the most cowardly, backstabbing character told me "I don't think my style of play is really suited for Living Greyhawk and I won't be continuing in the campaign." I had to restrain myself from saying something to the effect of "don't let the door hit you on the way out." The other truly creepy guys I've met as well as the two people least likely to be team players also avoid Living Greyhawk for various reasons. My experience suggests that backstabbing, item hoarding, etc is more likely to be encouraged at a random con game than in Living Greyhawk.

Creamsteak said:
I didn't enjoy the game I went to at a previous gencon. Not because of the DM, that was tolerable. Not really because of the module (It was living greyhawk, and it was a crap module. It was a rehash of a 1e adventure that made absolutely no sense.) My problem was with the players. One was cheating at the table, another was a pedophile. The other three were not so bad, but the two at the table were enough for me to walk out.

I wouldn't say anything negative about the RPGA itself, but I do think that the style that the majority of the living greyhawk players that I saw at that con is vastly different from anything I could enjoy. I don't like playing paranoid, backstabbing, item hoarding, and powermongering characters.

But, non-living games (especially those with pre-gens), or regular sit-down games were fun. I had the most fun of all at the convention playing in non-rpga games.
 

I have been considering joining up as a DM for a little while now, since I don't have a regular group and I love running games. Can someone give me an overview of what the RPGA DM experience is like?
What modules can you run? For who? How often? When? For how long? What is the difference between runninga Living campaign and any other RPGA event? Etc...
 

Reynard said:
I have been considering joining up as a DM for a little while now, since I don't have a regular group and I love running games. Can someone give me an overview of what the RPGA DM experience is like?
What modules can you run? For who? How often? When? For how long? What is the difference between runninga Living campaign and any other RPGA event? Etc...

The best way to approach this is to play the modules first. What the RPGA turns into is a form of judging pyramid scheme. One judge runs the mod for 4-6 players and then those players can run it for others without having to "eat" the mod. Part of the RPGA Player Rewards is special cards that can be used in play in both the Living Greyhawk and Legacy of the Green Regent campaigns. You get the most points for playing. Once you run a mod you can no longer play it, so playing it first is important. You can just eat every mod if you want to if you're dedicated to just judging. I'm sure that there are a number of players who would love to find a judge like that.

The judging experience varies. At conventions, you are one of a number of volunteers and will usually be recruited to run up to 7 or 8 sessions which are usually around 4 hours each. At game days at stores, it's usually a similar thing on a smaller scale. Home games are much more relaxed and the 4 hour time limit can be stretched as needed. And players do vary in style and skill. Some can be quite good, others can be annoying or even a downright pain in the ass. You'll find some roleplayers, a majority of min/max-er types and a variety of other styles. Sometimes it's great to be a judge, other times you will wonder why you do it. Again, I'd say the good majority of my experiences are positive ones.

You can run as often as you like at a con. For gamedays you can order a specific number of mods (up to 5 I think) which have to be scheduled at least two weeks in advance. For home play you can order singly or run it as another gameday.

You would be running for registered RPGA members and reporting the results (attendance actually) to the RPGA. At a con or gameday, this is usually done by the event coordinator, at home games it would probably be you.

Mods are anywhere from 20-70 pages and pretty well detailed and somewhat linear. There are narrative sections to be read, detailed checks to be made and roleplaying/investigative segments are pretty well spelled out as well. Most mods are written to fit in a 4 hour time slot to fit comfortably into a convention setting. Some mods are two rounds long and are usually scheduled for 8 hours but usually run shorter. You are expected to properly prep the mod and follow it as best you can. Improv opportunites are rare and usually discouraged. But if a group gets way off track, you can be creative and guide them back on course.

In a living campaign, the players have continuing characters that are awarded XP and GP at the end of the mod based on their success. Usually it's max just out of tradition if the PCs didn't screw up majorly. The PCs characters will level up with time and playing different series of mods. There is a fair amount of paperwork that goes with this for the players, but not so much for the judges.

Classic scenarios are one shots that use pregenerated characters and there is no rewards to the PCs at the end of the session.

My best advice to you is to check the RPGA website at WotC and to take the Herald level DM test. This will get you an RPGA number (you don't need to enter one to take the test) and will allow you to judge. As Living Greyhawk is a regional game, you might want to look up what region your in and the find out if there is a Yahoo group for your area. You can post there to advertise your willingness to judge. Also check out www.living-greyhawk.com to learn more about your region and the others available. There is also a site called www.warhorn.net that coordinates judges and players for conventions.

My take on the RPGA is that it is a good supplement to home play and a good way to meet other players. The campagins vary in quality as do the players. On a scale of one to ten, I rate the experience a seven. It's not amazing, it's not ground breaking, but I think you get out of it what you put into it.
 

Eric Anondson said:
The only "investment" you need to join is to show up at an RPGA-sactioned event, or take a rules-knowledge test to be a judge.


The test is a piece of garbage. The first question asked was:

Question 1

Regdar attacks a wraith with a vial of holy water and scores a successful hit. What happens next?
a. His player rolls 1d8 and adds Regdar's Strength bonus to the damage.
b. Nothing; the attack is unsuccessful.
c. Roll percentile dice; Regdar only has a 50% chance to damage the wraith.
d. The wraith is an illusion; Regdar stumbles though the phantasm.

And the response I got to my answer was:

Question: Lidda wants a riding dog to use as a pack animal. What is the most weight a typical riding dog can carry and only be under a medium load?
Correct Answer: b. 200 pounds
Source: Monster Manual v.3.5 page 272.

Sorry, the answer you gave is not the correct answer. The answer we were looking for is shown above. Please select on of the following options:

This proves, quite conclusively, that nobody with the tiniest bit of sense would want to associate with the RPGA.
 

I've been reasonably involved in the RPGA for a few years now - since the start of Living Greyhawk (LG) really.

I no longer play LG, but I DM it a lot. And most of the time I enjoy the experience. Sometimes I get a player who annoys me. But then we don't have a huge number of people here in Australia, so you often work with the same people multiple times.

Given I've received 3 expansion boxes of minis, 2 spell templates and a handful of individual minis over the last year or so, and I haven't paid a cent to be a member, I'm pretty happy with it.

I agree that you can get bad players, and bad DMs, but if your area doesn't have a large number of players then you can find out soon enough who you do and don't like.

The modules can vary. Give yourself time to read them and check up on abilities you don't know fully. I also enjoy running the games for other DMs as they can usually be trusted to help me out when DMing - ie, look up a rule, remind me of something I missed that is not in their favour, etc.

The editing of modules can be funny at times. From the number of spelling errors I've seen in modules (often quite humorous, such as the man with lots of scars being the very SCARED man instead of the very SCARRED man), the editing focuses on rules rather than grammer.

Duncan

Duncan
 


I've only ever played in one 'Living' RPGA game at a con. I have played multiple RPGA adventures with pre-generated characters, though. So it's probably best to take my experiences with a grain of salt.

The 'Living' game was a relatively bad experience. The module was a complete waste of time. The main mission/quest involved delivering fruit to somebody. Some of the players were good, but two stood out as really annoying. One guy seemed to be deliberately playing his character as incompetent. He'd do stupid things like cast web so it affected the entire party and maybe one enemy. Another guy had a character who was really close to 2nd level, so he absolutely refused to do anything remotely dangerous.

The thing about D&D is that one bad player can really ruin your gaming experience. Since you can't really control who you're playing with at an RPGA event, the odds are pretty good that at least 1 out of 6 players is bad.

The RPGA modules with pre-generated characters were fairly decent. None of them that I played through was exceptionally outstanding, but they were fun to romp through. I find that they tend to do one element (like character interaction or combat) extremely well, but the other elements are decent at best. One adventure I played had amazingly rich characters, but the plot revolved around a "Chair of Doom" which was poisoning a lake (don't ask, it involved Spelljammer).

So in my opinion, "Living" games that you play with strangers aren't worth the time/effort. But running through an RPGA module with friends is a good time.
 

The Worst Game Ever.

Ok, maybe not the worst games and there are some nice players (found a nice group that I played in their home game a few times) and such but some of the modules are SUPER poorly done/balanced. And some of the weird stuff they do is just eye rolling crap. Like curses that give your damage reduction. WTF? Thats a curse? Curse me up!

Holy Lord, around here all the regs jump on the good DMs and then the rest of us are stuck with the worst Dms walking the face of the earth. I played three times in LG and each time I vowed not to come back because it sucked so bad, but I gave it a fair chance and tried again. 3 stikes! Literally the worst D&D I played sense, well ever.

So my advise is to go and give it a chance. Ask who the best DM is and refuse to play with anyone but that person!

You can get RPGA points/rewards by playing in home games, so find some good players/friends and do it that way. Its not worth getting stuck in games like the ones I got stuck playing with.

Anyway, I'll never go back. EVER! YOU CANT MAKE ME! Although I dont think I'd have a problem playing in a game at a con, but then again I dont go to cons, but if I did I would try and watch some games first to find good DMs/Players.

Word up to that!
 

GSHamster said:
The thing about D&D is that one bad player can really ruin your gaming experience. Since you can't really control who you're playing with at an RPGA event, the odds are pretty good that at least 1 out of 6 players is bad.

Ah, yes. This happens a lot. And it's nice of you to remind us that it's not just RPGA, but role-playing games in general. RPGA was my return into the hobby after a 18 year absence. I learned 3.0 at my local LG gamedays. That was rough. I was a burden to many of my fellow players for quite a while. LG is somewhat combat heavy, and I didn't know what I was doing...

But what was my alternative--sitting at home and not playing until a group came to me? I think not. I had to go to several game days and "prove my sincerity" to the regulars in my local area by playing with folks that drove me up the wall. I'm 35. I have no patience for teenage munchkins who expect D&D to be like their video games. I muddled through, slowly learned the rules of the game, saw a lot of players come and go, and eventually got to play at tables with more experienced, mature, and social players that made even the bad modules seem fun. I learned how to be a people-friendly player and judge. That's the biggest thing I've learned--you have to get along with others and play nice. If you play RPGA events to help everyone at the table have fun, you'll have fun. I've liked my RPGA experiences, and my perseverence has paid off with good friends and great times...partly because I've been able to get to know people over time and focus my energies on playing regularly with those people who I admire as good players and judges.

It took time. One experience can not represent all RPGA experiences, regions, tables, players, judges, modules, etc. And ultimately if you aren't a very socially perceptive person that can play well with strangers and go with the flow, it's almost guaranteed to suck.

Finding that absolutely perfect group of people to play with is a pipe dream that many of us role-playing gamers will never achieve. I learned to lower my standards in the short term and still be happy, and in the end I've been able to raise my expectations after all.

My advice to new RPGA'ers--give yourself some time and patience to experience the ups and downs of the system. Ultimately, you can't let the RPGA devolve into being about the game--it's actually a structure to have fun in. And frankly that demands a sense of maturity and perception that some people in the RPGing world haven't developed yet, for whatever reason. In the end, if you don't like the structure or the rules of the particular campaign (there are 5 Living Campaigns and 2 short term "D&D" Campaigns currently), or you aren't a people-person, or you can't embrace the method they use to provide play experiences, then RPGA probably won't be your cup of tea.

Coreyartus
 

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