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<blockquote data-quote="Pauper" data-source="post: 6724668" data-attributes="member: 17607"><p>I agree with this -- portability is the key behind an Organized Play campaign.</p><p></p><p></p><p></p><p>And with this, we diverge. After all, the #1 unwritten rule of Adventurers League (and to an extent, any Organized Play program) is this: Expect Table Variation.</p><p></p><p>Table variation doesn't just come from ad-hoc rulings; it comes from the fact that two people can look at the exact same sentence and come away with very different interpretations of what that sentence means. It comes from the fact that translations are almost never perfect, so AL in Germany or Costa Rica has subtle differences from AL in the United States.</p><p></p><p>As far as the rules for how AL is organized, then I'll reluctantly agree with your point -- the organizers do want those rules, contained mainly in the ALPG and in the Organizer's Page FAQ, to be as consistent as possible. But the D&D rules? AL has no Sage, and the official D&D Sage, Jeremy Crawford, is not considered official for AL.</p><p></p><p>That's because 'consistency of play' has never meant 'every table has exactly the same experience'; that's not possible even with the most draconian top-down organization, because the game includes dice (to use the most brain-dead example). If you leave your game in Ohio to play one in New York City, you may not find everything they do to be the same as your old game did, but if you're willing to roll with it, you'll find you can still have a good time, and if everybody approaches the game from a standpoint of wanting to have fun and not wanting to get too bogged down in the minutia of which rule applies when and how, it's pretty likely you will all have a good time. That's ultimately the goal, but it requires players to go along with the method. And that method is not really compatible with certain play-styles: heavy optimization, for instance, which relies on a specific, consistent set of game rule interpretations, doesn't transport well without a consensus on those consistent game rule interpretations.</p><p></p><p>Frankly, I think the 'storyline season' concept is an innovative, interesting alternative to having someone from the top review every new rules source and figure out which is OK and which is abusive, knowing in advance that one set of eyes will never find as much stuff as all the eyes playing the game will. It means you don't need to publish and maintain<a href="http://paizo.com/pathfinderSociety/about/additionalResources" target="_blank"> lists like this</a>, as an example.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 6724668, member: 17607"] I agree with this -- portability is the key behind an Organized Play campaign. And with this, we diverge. After all, the #1 unwritten rule of Adventurers League (and to an extent, any Organized Play program) is this: Expect Table Variation. Table variation doesn't just come from ad-hoc rulings; it comes from the fact that two people can look at the exact same sentence and come away with very different interpretations of what that sentence means. It comes from the fact that translations are almost never perfect, so AL in Germany or Costa Rica has subtle differences from AL in the United States. As far as the rules for how AL is organized, then I'll reluctantly agree with your point -- the organizers do want those rules, contained mainly in the ALPG and in the Organizer's Page FAQ, to be as consistent as possible. But the D&D rules? AL has no Sage, and the official D&D Sage, Jeremy Crawford, is not considered official for AL. That's because 'consistency of play' has never meant 'every table has exactly the same experience'; that's not possible even with the most draconian top-down organization, because the game includes dice (to use the most brain-dead example). If you leave your game in Ohio to play one in New York City, you may not find everything they do to be the same as your old game did, but if you're willing to roll with it, you'll find you can still have a good time, and if everybody approaches the game from a standpoint of wanting to have fun and not wanting to get too bogged down in the minutia of which rule applies when and how, it's pretty likely you will all have a good time. That's ultimately the goal, but it requires players to go along with the method. And that method is not really compatible with certain play-styles: heavy optimization, for instance, which relies on a specific, consistent set of game rule interpretations, doesn't transport well without a consensus on those consistent game rule interpretations. Frankly, I think the 'storyline season' concept is an innovative, interesting alternative to having someone from the top review every new rules source and figure out which is OK and which is abusive, knowing in advance that one set of eyes will never find as much stuff as all the eyes playing the game will. It means you don't need to publish and maintain[URL="http://paizo.com/pathfinderSociety/about/additionalResources"] lists like this[/URL], as an example. -- Pauper [/QUOTE]
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