Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
So, tell me of this RPGA...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Elder-Basilisk" data-source="post: 1456107" data-attributes="member: 3146"><p>I've enjoyed the RPGA's Living Campaigns so far. The thing I like about the Living Campaigns is the portability. When I moved to Canada for a year in order to study for a masters' degree, I was able to find a community of gamers playing the same game and continue playing my old character from California. When I finished my classes and moved back to California to work on my thesis from home, I was able to bring my character back with me. The ability ot join a campaign, know roughly what's going on, have a rough sense of the rules, etc. is worth the paperwork associated with it.</p><p></p><p>As a player, the RPGA has really given vivid demonstration of the variety of play styles and kinds of characters that can be built. (In a home game, it's very easy to fall into an insular pattern of thinking that D&D works only in XYZ way because that's the way you and your six friends play; in an environment consisting of thousands of players, you're more likely to run into concepts you hadn't considered and encounter styles that your DM doesn't typically use).</p><p></p><p>As a player, it was also Living Greyhawk's 28 point buy system that broke me out of second editionitus in thinking about ability scores. Playing in a lower powered game made me realize that the game works just fine when 15 and 16 are high scores instead of 17 and 18.</p><p></p><p>As for the quality of the modules, I'd say it's generally average to good. My experience is that about half of the home games I've been in have been better than a run of the mill Living Greyhawk module and about half have, for some reason or other, been worse. (Of course, I try to control the quality of both my homegame and Living Campaign experiences--the one by picking who I game with and the other by looking for good judges). </p><p></p><p>I've also written a few modules for Living Greyhawk and I've found that writing modules for a range of characters isn't as difficult as some people seem to think. The big difference between a "standard" convention game and a Living Campaign scenario, is probably the role of the DM in the module. In a "standard" game, the DM generally wrote the module himself and has a bit more flexibility to make things up if the players do something dramatically unexpected. In an RPGA game, the DM doesn't have unlimited flexibility to makes stuff up and is interpreting someone else's module rather than creating their own.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1456107, member: 3146"] I've enjoyed the RPGA's Living Campaigns so far. The thing I like about the Living Campaigns is the portability. When I moved to Canada for a year in order to study for a masters' degree, I was able to find a community of gamers playing the same game and continue playing my old character from California. When I finished my classes and moved back to California to work on my thesis from home, I was able to bring my character back with me. The ability ot join a campaign, know roughly what's going on, have a rough sense of the rules, etc. is worth the paperwork associated with it. As a player, the RPGA has really given vivid demonstration of the variety of play styles and kinds of characters that can be built. (In a home game, it's very easy to fall into an insular pattern of thinking that D&D works only in XYZ way because that's the way you and your six friends play; in an environment consisting of thousands of players, you're more likely to run into concepts you hadn't considered and encounter styles that your DM doesn't typically use). As a player, it was also Living Greyhawk's 28 point buy system that broke me out of second editionitus in thinking about ability scores. Playing in a lower powered game made me realize that the game works just fine when 15 and 16 are high scores instead of 17 and 18. As for the quality of the modules, I'd say it's generally average to good. My experience is that about half of the home games I've been in have been better than a run of the mill Living Greyhawk module and about half have, for some reason or other, been worse. (Of course, I try to control the quality of both my homegame and Living Campaign experiences--the one by picking who I game with and the other by looking for good judges). I've also written a few modules for Living Greyhawk and I've found that writing modules for a range of characters isn't as difficult as some people seem to think. The big difference between a "standard" convention game and a Living Campaign scenario, is probably the role of the DM in the module. In a "standard" game, the DM generally wrote the module himself and has a bit more flexibility to make things up if the players do something dramatically unexpected. In an RPGA game, the DM doesn't have unlimited flexibility to makes stuff up and is interpreting someone else's module rather than creating their own. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
So, tell me of this RPGA...
Top