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RPGA: Is it any good?
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<blockquote data-quote="Emirikol" data-source="post: 1690710" data-attributes="member: 10638"><p>I've been with the RPGA a long time. I think I've seen it all and the only thing that matters is that people get to play games and have fun. The RPGA accepts everybody however, and here's where the trouble begins (and ends).</p><p></p><p>They're the greatest thing on the planet if you don't have a regular group and still like to communicate face to face with other human beings.</p><p></p><p>They're the worst thing on the planet if you like to be the showcase at every table, if you like to treat other people like dirt, if you like to be allowed to bend the rules at every turn, or if you have trouble getting to know people. </p><p></p><p>Here's the other deal: DMing is a volunteer affair, just like in home games, but RPGA DM's have a more concrete structure to work under. There are no 'house rules' and most of the broken rules items in D&D eventually get de-sanctioned.</p><p></p><p>Now, I'll tell you now, that I'm glad the RPGA is around, but there are enough players out there who's job is to ruin it for everybody else, that I periodically get burned out. It seems that at every table there is one player who is a rules lawyer, overbearing-idiot, idiot-savant, or generally otherwise unpleasant a%^hole. There's no concrete way to deal with those people and thus DM turn-over can be fairly high.</p><p></p><p>Thankfully, a new thing is happening however: PLAYERS ARE POLICING THEIR OWN. I'm talking to more and more DM's who no longer feel it's their job to police idiot/childish players and they stop the game and make the other FIVE players do it (or the game doesn't continue).</p><p></p><p>LIVING GREYHAWK: I have to comment on this phenomenon. It started out really good and has had surprisingly consistent quality. The problem is however that there has been a steady decrease in the amount of NPC-interaction/PC-personality-building and an increase in the tendency of players to want to hurry through a scenario to get enough gold to purchase the next best thing from the scenario they just played (treasure distribution is very-well defined this way). This isn't the norm, but it's always annoying. Other "Living" games exist, but are more regionally variable.</p><p></p><p>Other games: I've always enjoyed playing the classic games as well as Call of Cthulhu and I considered them ALL to be first rate. See, games like these tend to scare away most of the superficial, idiot and childish players, leaving players who REALLY WANT TO HAVE A GOOD TIME.</p><p></p><p>If you can, get to a convention or game day and play some LIVING GREYHAWK and some CLASSIC or Cthulhu scenarios. I think you'll find that the non-necessity of a home gaming group can be refreshing and very healthy for your gaming hobby. TIP: any game is more fun when you play it with a friend or two.</p><p></p><p>jh</p><p></p><p></p><p></p><p></p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 1690710, member: 10638"] I've been with the RPGA a long time. I think I've seen it all and the only thing that matters is that people get to play games and have fun. The RPGA accepts everybody however, and here's where the trouble begins (and ends). They're the greatest thing on the planet if you don't have a regular group and still like to communicate face to face with other human beings. They're the worst thing on the planet if you like to be the showcase at every table, if you like to treat other people like dirt, if you like to be allowed to bend the rules at every turn, or if you have trouble getting to know people. Here's the other deal: DMing is a volunteer affair, just like in home games, but RPGA DM's have a more concrete structure to work under. There are no 'house rules' and most of the broken rules items in D&D eventually get de-sanctioned. Now, I'll tell you now, that I'm glad the RPGA is around, but there are enough players out there who's job is to ruin it for everybody else, that I periodically get burned out. It seems that at every table there is one player who is a rules lawyer, overbearing-idiot, idiot-savant, or generally otherwise unpleasant a%^hole. There's no concrete way to deal with those people and thus DM turn-over can be fairly high. Thankfully, a new thing is happening however: PLAYERS ARE POLICING THEIR OWN. I'm talking to more and more DM's who no longer feel it's their job to police idiot/childish players and they stop the game and make the other FIVE players do it (or the game doesn't continue). LIVING GREYHAWK: I have to comment on this phenomenon. It started out really good and has had surprisingly consistent quality. The problem is however that there has been a steady decrease in the amount of NPC-interaction/PC-personality-building and an increase in the tendency of players to want to hurry through a scenario to get enough gold to purchase the next best thing from the scenario they just played (treasure distribution is very-well defined this way). This isn't the norm, but it's always annoying. Other "Living" games exist, but are more regionally variable. Other games: I've always enjoyed playing the classic games as well as Call of Cthulhu and I considered them ALL to be first rate. See, games like these tend to scare away most of the superficial, idiot and childish players, leaving players who REALLY WANT TO HAVE A GOOD TIME. If you can, get to a convention or game day and play some LIVING GREYHAWK and some CLASSIC or Cthulhu scenarios. I think you'll find that the non-necessity of a home gaming group can be refreshing and very healthy for your gaming hobby. TIP: any game is more fun when you play it with a friend or two. jh .. [/QUOTE]
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