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<blockquote data-quote="atra2" data-source="post: 1725363" data-attributes="member: 10914"><p>RPGA has the same spread of gamer types as homegames, EXCEPT: those who espouse "Who needs rules? Let's just inhale deeply of the toke of freeform gaming. I mean, what is D&D but a bunch of friends talking?" will be fed to the monsters in the first encounter <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p> </p><p>Format is key here. If the setting is not time-limited, then lengthening 4 hours of combat and quick NPC interrogation to 5 or 6 hours with full RP is a very enjoyable mix.</p><p> </p><p>If the goal is to be done come heck or high water in 4 hours, then don't expect to get</p><p>any RP done besides character introductions and witty remarks.</p><p> </p><p>Presuming this is Living Greyhawk we're talking about, and not the series of one-shots known as "D&D Classics" then you have to think of it this way:</p><p> </p><p>"If I and my companions make no effort to RP, there will be none."</p><p> </p><p>Living Greyhawk would have a completely different feel if the same group of six</p><p>characters always played together. In practice, most people can't arrange that, so</p><p>subgroups of 2-3 players play together most of the time, and the other 3-4</p><p>players are people you've not met or gamed with more than five times.</p><p> </p><p>If Living Greyhawk had come out when I was in high school, me and my buddies would</p><p>have been a solid lock to play virtually every game together.</p><p> </p><p>Now, I'm 30+, married, involved with my church, non-gaming friends etc. I can make</p><p>time to hit the occasional RPGA gameday, and I'm in a 1-2 times a month homegame,</p><p>and there's no way for the schedules of almost any six 30+ professionals to merge</p><p>very often.</p><p> </p><p>If you're worried about how often you can RP and all that, then I would only</p><p>recommend playing RPGA events if you can get at least one other friend to always</p><p>play them with you, so you can team up to add more RP to the session.</p><p> </p><p>One big disadvantage of the RPGA is that the same rules booklet that ensures most</p><p>judges run things by the rules also limits said judges.</p><p> </p><p>The judge is running a published adventure, and has only minor powers to embellish</p><p>it. Even if you had a great in-character RP with some famous NPC in Part 1 of a</p><p>series, unless the same judge is your judge for part 2, said NPC won't remember</p><p>anything of the cool conversation you had.</p><p> </p><p>After all that, on the bright side, for those of us with busy schedules, it means the</p><p>same PC can adventure from level 1 to 10+ with many different judges, enjoying</p><p>a potpourri of styles and players, even if the player can't be around consistently</p><p>on the 2nd saturday of every month, etc.</p><p> </p><p>Realistically, presuming you can't get a regular group of good RP people who also</p><p>understand game mechanics to adventure with, you should seek out a group of</p><p>RPGA players (group = club = 20+ players) who are enthusiastic about bringing in</p><p>new players and going with the flow to make the game better.</p><p> </p><p>I know of some RPGA judges who are truly "screen monkeys" as depicted in Knights of</p><p>the Dinner Table (comic strip and book) and ceaselessly talk during the game about</p><p>how parts of the module are poorly written, etc.</p><p> </p><p>I know of some RPGA judges who I wouldn't mind being in a homegame with, who do</p><p>their best to accommodate the players, RP when the group wants it, monotone the</p><p>boxtext quickly to get to the next combat for the wargamers, and otherwise evaluate</p><p>each group of players to help them out.</p><p> </p><p>Most groups will be a mix, with the boxtext read or paraphrased well and at a good</p><p>pace, with a DM who can think on the fly, improv RP well, and provide a good</p><p>challenge for the players.</p><p> </p><p>You know how at a restaurant, if you say nothing, the meal comes to you as-is on</p><p>the menu, with mayo, mushrooms, onions, whatever, and if you want something</p><p>different, you have to ask for it?</p><p> </p><p>Same here. If you need an RP-heavy group, you need to recruit it yourself. Freeform</p><p>gamers who change rules on a whim, for purely emotional non-logical reasons flee from</p><p>the RPGA in droves. They simply don't last in a structured environment.</p><p> </p><p>RPGA is maybe 8 of 10 in structure compared to an average homegame of 5.5 where</p><p>the DM occasionally makes exceptions, but always thinks big decisions through, and</p><p>has some respect for the rules as written.</p><p> </p><p>If you know the DM and other players, and trust them, then I've just written a few</p><p>hundred words for nothing. It's all about the people, not the system.</p></blockquote><p></p>
[QUOTE="atra2, post: 1725363, member: 10914"] RPGA has the same spread of gamer types as homegames, EXCEPT: those who espouse "Who needs rules? Let's just inhale deeply of the toke of freeform gaming. I mean, what is D&D but a bunch of friends talking?" will be fed to the monsters in the first encounter :-) Format is key here. If the setting is not time-limited, then lengthening 4 hours of combat and quick NPC interrogation to 5 or 6 hours with full RP is a very enjoyable mix. If the goal is to be done come heck or high water in 4 hours, then don't expect to get any RP done besides character introductions and witty remarks. Presuming this is Living Greyhawk we're talking about, and not the series of one-shots known as "D&D Classics" then you have to think of it this way: "If I and my companions make no effort to RP, there will be none." Living Greyhawk would have a completely different feel if the same group of six characters always played together. In practice, most people can't arrange that, so subgroups of 2-3 players play together most of the time, and the other 3-4 players are people you've not met or gamed with more than five times. If Living Greyhawk had come out when I was in high school, me and my buddies would have been a solid lock to play virtually every game together. Now, I'm 30+, married, involved with my church, non-gaming friends etc. I can make time to hit the occasional RPGA gameday, and I'm in a 1-2 times a month homegame, and there's no way for the schedules of almost any six 30+ professionals to merge very often. If you're worried about how often you can RP and all that, then I would only recommend playing RPGA events if you can get at least one other friend to always play them with you, so you can team up to add more RP to the session. One big disadvantage of the RPGA is that the same rules booklet that ensures most judges run things by the rules also limits said judges. The judge is running a published adventure, and has only minor powers to embellish it. Even if you had a great in-character RP with some famous NPC in Part 1 of a series, unless the same judge is your judge for part 2, said NPC won't remember anything of the cool conversation you had. After all that, on the bright side, for those of us with busy schedules, it means the same PC can adventure from level 1 to 10+ with many different judges, enjoying a potpourri of styles and players, even if the player can't be around consistently on the 2nd saturday of every month, etc. Realistically, presuming you can't get a regular group of good RP people who also understand game mechanics to adventure with, you should seek out a group of RPGA players (group = club = 20+ players) who are enthusiastic about bringing in new players and going with the flow to make the game better. I know of some RPGA judges who are truly "screen monkeys" as depicted in Knights of the Dinner Table (comic strip and book) and ceaselessly talk during the game about how parts of the module are poorly written, etc. I know of some RPGA judges who I wouldn't mind being in a homegame with, who do their best to accommodate the players, RP when the group wants it, monotone the boxtext quickly to get to the next combat for the wargamers, and otherwise evaluate each group of players to help them out. Most groups will be a mix, with the boxtext read or paraphrased well and at a good pace, with a DM who can think on the fly, improv RP well, and provide a good challenge for the players. You know how at a restaurant, if you say nothing, the meal comes to you as-is on the menu, with mayo, mushrooms, onions, whatever, and if you want something different, you have to ask for it? Same here. If you need an RP-heavy group, you need to recruit it yourself. Freeform gamers who change rules on a whim, for purely emotional non-logical reasons flee from the RPGA in droves. They simply don't last in a structured environment. RPGA is maybe 8 of 10 in structure compared to an average homegame of 5.5 where the DM occasionally makes exceptions, but always thinks big decisions through, and has some respect for the rules as written. If you know the DM and other players, and trust them, then I've just written a few hundred words for nothing. It's all about the people, not the system. [/QUOTE]
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