Saving RPGA Classics

Firebeetle

Explorer
As some of you may know, the RPGA Classics format is all but dead. No mods in the system and Worldwide Gameday is to be the only venue. Ian Richards has stated he would like any ideas to save the Classics. I've written an idea to Ian Richards, this is what it said.

We can save the RPGA Classic format. In days gone by, D&D conventions featured tournaments in which players performed in a series of modules, the top winners moving on to semi-final and final rounds. Today, the Open and “Dungeon Crawl Classics” of Goodman Games fill that same niche. There is no reason, however, that these could not be done at gamedays or even homeplay.

1. My suggestion is this, series of modules (at least 3) that include a semi-final and final round. These are released at Gen Con and at D&D XPerience. Each is premiered at one con and then retires at the next one. I.E. premieres at D&D XP and then retire at Gen Con or vice versa. For big series, qualifying rounds can be played for six months, and semi-final and final rounds the next, again premiering at each con.
a. These mods are made by a team of volunteers and are playtested by Master level DMs.
b. These are “super modules” meaning a lot of work goes into crafting them. I recommend they come with maps or be based on the dungeon tiles, be made to correspond to the latest miniature sets, have handouts and illustrations, and so
on. Each mod should be difficult and contain and number of different obstacles, not just combat.
c. They can be based on classic modules (Against the Giants comes to mind) or be new material.
d. Iconics characters can be used, you can even allow a team to choose which characters they want to use.
2. Each mod has a number of points to be earned which is modified by the time taken to run it. “Dungeon Crawl Classics” has a good example of how to do
this.There is a number point threshold to meet in order to go to the next mod in the series. A certificate listing the points earned is given at the end, and is necessary to present for the next mod.
3. These are run only by Master level DMs, helping to ensure a quality experience. This also helps qualify Master level DM (they took that hard test for a reason!)
4. The usual, lots of reward points to run and play these, some reward for completion (although the real reward is bragging rights.)

This should have several effects. It brings back a “standard” way to play, which has been lost in the popularity of the Living Campaign format. It creates a competitive angle, which is motivating, while emphasizing team over individual success. Finally, it allows for some events that everybody can participate in, a cultural standard for D&D.

Example:
Gen Con Indy- Premieres the Classic Series "Victory to Ubersnotz"- These mods are available for gameday and homeplay after the con.
Preliminary Module- "Road to Ubersnotz", if players qualify, their certificate says so and then they can play
Semi-Final Round "Ubersnotz Mountain", again, if they qualify their cerificate says so and they can play
Final Round "Dread Dungeon of Ubersnotz".
D&D XPerience rolls around, this series is retired, and another series begins until Gen Con Indy.

Let me know folks. Would play RPGA Classics like this?
 

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Firebeetle said:
3. These are run only by Master level DMs, helping to ensure a quality experience. This also helps qualify Master level DM (they took that hard test for a reason!)

So, you want to save them by limiting the amount it can be run? Isn't that sort of backwards?

I think the real first step would be to find out why people aren't as interested in them as they were at one time. Yes, we can all name the various reasons why they have faded, but we don't know which ones are most prevalent. Then address the most common issues.

Unfortunately, I think your suggestions aren't practical. The RPGA doesn't have the resources to make the sort of adventures you are talking about. What they do have is going into the areas they are most popular, and I doubt they will reallocate significant amounts of resources away from them in the hopes that they might reinvigorate the type.
 

Glyfair said:
So, you want to save them by limiting the amount it can be run? Isn't that sort of backwards?

Yes, exactly! The idea is to make RPGA Classic a guarenteed good experience with high stakes. Making them common means they are just another potato on the plate. I'm suggesting RPGA Classic is steak, a rare and fine meal.

Glyfair said:
I think the real first step would be to find out why people aren't as interested in them as they were at one time. Yes, we can all name the various reasons why they have faded, but we don't know which ones are most prevalent. Then address the most common issues.

I'm just suggesting here dude. It's dead in the water anyway, so throwing a ball out there to see if anyone wants to play catch is viable. Magazines used to spend millions researching which magazine concepts would work, only to see them fail. They realized that it was much cheaper to simply make the magazine and see if it sold.

Glyfair said:
Unfortunately, I think your suggestions aren't practical. The RPGA doesn't have the resources to make the sort of adventures you are talking about. What they do have is going into the areas they are most popular, and I doubt they will reallocate significant amounts of resources away from them in the hopes that they might reinvigorate the type.

What resources? All mods are written by volunteers already. All mods are available through the ordering system with AR (we are substituting Completion Certificates), they already test for Master judges, they already have an appropriate reward system in place. RPGA is completely set up to do this. All they need is volunteer effort, similar to what the factionmasters and triad members do now.
 


I'll play catch! I was a huge proponent of Classic Events. Their decline was why I no longer play RPGA games.

For me, the best classics had PCs who tied intimately into the adventure. That's why iconic characters wouldn't work for me; way too limiting, and makes the classic event no better than a Living event that has generic characters.
 

Piratecat said:
For me, the best classics had PCs who tied intimately into the adventure.

My understanding is that that was part of the reason for the demise of Classics. The older ones had extremely well-fleshed-out PCs, who, as PC notes, were specifically tied into the adventure.

From what I've read, the last Classics that RPGA issued had far less of that kind of background info, and were thus disappointing to fans of the old ones.
 

Much simpler way to play classics than your suggestion.

Use Dungeon modules.

Build a party of PCs that are provided to the players. Think sort of how LG adapts modules, instead you are just adapting a party of iconics. I.e. use iconic stats, but create a role-playable party of PCs.
 

Piratecat said:
I'll play catch! I was a huge proponent of Classic Events. Their decline was why I no longer play RPGA games.

For me, the best classics had PCs who tied intimately into the adventure. That's why iconic characters wouldn't work for me; way too limiting, and makes the classic event no better than a Living event that has generic characters.

I considered that, but it is entirely possible to still use background in the adventure while using Iconics. In fact, it's possible to finally tell the story of the Iconics. An adventure could specify that it needs particular Iconics played, or be built to have special sections depending on which Iconics where used (I.E. Regdar, Mialee, and Lidda were all in the "Tomb of Terror" in some prior background adventure and thus all are haunted by the Grim Spectre who is the villian on this adventure.)
 

Endur said:
Much simpler way to play classics than your suggestion.

Use Dungeon modules.

Build a party of PCs that are provided to the players. Think sort of how LG adapts modules, instead you are just adapting a party of iconics. I.e. use iconic stats, but create a role-playable party of PCs.


Not possible, Dungeon adventures are:

A.) too long for the 4 to 5 hours of an RPGA session
B.) Not constructed for organized play, there are too many ways to "break" a dungeon mod. Given the adventure text is actually published and sold people could do it delibritely as well as accidentally.

You can play Dungeon adventures for points, and sometimes there is one that you can play for LG (and is made that way)
 

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