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<blockquote data-quote="Barendd Nobeard" data-source="post: 3813417" data-attributes="member: 960"><p>There are some very good RPGA mods....and there are some very bad RPGA mods. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The "Core mods" tends toward the weaker side (though there are, of course, exceptions). Some of the regional mods are very good, but that's probably because you're immersed in a long-running plot. If you're not playing a lot of them for a specific region, they're not as good since you don't have the context. And if you don't like a particular plot line, there will be a bunch of mods you don't like since they're all related.</p><p></p><p>And, naturally, if you play the mods with the same group, they're better. Changing the group for every mod (which can happen a lot when you play mainly at RPGA conventions) reduces the "shared story" and lessens the impact of the mods.</p><p></p><p>There was a fantastic Living Death (1890s Ravenloft Masque of the Red Death setting) mod called "Insomnia." Run right, it was one of the best mods I've ever played.</p><p></p><p>Then there was "The Letter" and "The Dark Gem" ("Living Greyhawk--standard D&D--mods). I played them both during car rides. We finished "The Letter" in 45 minutes. We finished "The Dark Gem" in about 1.5 hours. They were supposed to be full, four-hour mods. When we got done with "The Letter" I felt as if I'd just played a great introductory scene with a good plot hook. Sadly, I was mistaken--that was the entire mod. Same for "The Dark Gem" (though slightly weaker than "The Letter").</p><p></p><p>And don't get me started on 'Bridge Over Svarjet"!!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Barendd Nobeard, post: 3813417, member: 960"] There are some very good RPGA mods....and there are some very bad RPGA mods. ;) The "Core mods" tends toward the weaker side (though there are, of course, exceptions). Some of the regional mods are very good, but that's probably because you're immersed in a long-running plot. If you're not playing a lot of them for a specific region, they're not as good since you don't have the context. And if you don't like a particular plot line, there will be a bunch of mods you don't like since they're all related. And, naturally, if you play the mods with the same group, they're better. Changing the group for every mod (which can happen a lot when you play mainly at RPGA conventions) reduces the "shared story" and lessens the impact of the mods. There was a fantastic Living Death (1890s Ravenloft Masque of the Red Death setting) mod called "Insomnia." Run right, it was one of the best mods I've ever played. Then there was "The Letter" and "The Dark Gem" ("Living Greyhawk--standard D&D--mods). I played them both during car rides. We finished "The Letter" in 45 minutes. We finished "The Dark Gem" in about 1.5 hours. They were supposed to be full, four-hour mods. When we got done with "The Letter" I felt as if I'd just played a great introductory scene with a good plot hook. Sadly, I was mistaken--that was the entire mod. Same for "The Dark Gem" (though slightly weaker than "The Letter"). And don't get me started on 'Bridge Over Svarjet"!!! :p [/QUOTE]
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