So, tell me of this RPGA...

My thoughts on it exactly. Silly rules just create more cheaters when everyone ignores them because they're silly pointless and unwieldy. Fortunately, there's no enforcement mechanism for most of them so they don't really hurt anything except the ethos of respect for the rules.

buzzard said:
My only beef with the RPGA is their killing a bunch of good living campaigns (jungle -sniff sniff). Also they have a bunch of annoying rules about ordering scenarios which to be quite honest, everyone fudges. I mean really, why shouled you need to order a home game adventure two weeks in advance? Why can't the host not be the DM?

Feh. Sure, I suppose some of it is to avoid cheating, but I really doubt it has any positive effect.

buzzard
 

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Thaniel said:
I thought about becoming a member, but I don't like a lot of their 'house' rules. I can't think of examples at the moment, but I remember I was very put off.
The nice part about having multiple RPGA campaigns available is that you can probably find one that suits you, whatever your style. Heck, you can run your home game fully-RPGA and just use their rules and run their games. If you are a good judge but a bad writer, that's one possibility.
Running games for the RPGA isn't like running a home game, however. You have to have a good grasp of the rules and be willing to check the books when someone professes that the rules work differently from how you thought. You have to be able to interpret a written module and make it fun, without straying too far from the mold (some campaigns are more flexible than others). Playing in a home setting with the same people can get you pretty close to a home-game atmosphere, though.

--Seule
 

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