buzzard
First Post
I play plenty of LG. I'm not one of the travelling fanatics, but I have played everything in my region which has been available, as well as all cores and metaregionals from year three.
Let me give you my anaylsis.
Positive:
Lots of players- you can always find a game. You can find players, and you can travel and find games.
Lots of adventures: With 8 regionals, 8 metaregionals, and I don't even know how many cores per year, it has the greatest quantity of adventuring available in any living campaign.
Structure: The game is structured, and you can expect certain things. This also serves to put some cap on the twinks.
Good Authors: Owing to the fact that it is the biggest, it attracts plenty of authors for the modules. Some of which are actually quite talented.
Negatives:
Lots of players: Since it is the biggest, you end up with players of all stripes. If you are playing at a con and don't know the people there, you could end up with a table that is composed of rather undesirable players. This can be either because the party is ineffective or the people are just plain painful. I've had some of both. I'm experienced enough in my gaming community now that this really isn't much of a problem anymore.
Lots of Adventures: because there is so much written, much of it is crap. You ride plenty of railroads and witness plenty of contrived nonsense created to make things harder. Plenty of modules really ignore the rules to make things harder.
Structure: The Circle often seems to be a bunch of power mad pests. Their decisions often seem to be arbitrary and unwise. They also tend to consider their own work holy writ (try some of their modules, those by David Christ are all meat grinders which find rules to be inconvenient, and thus something to be ignored). Also the structure changes all to frequently. Say you're got a character build in mind, and you've been working on it for a while. Bam. A new LGCS comes out and you're blown out of the water as the rules have changed. Some of this isn't their fault as RPGA is a part of WoTC, and thus must push the new books. However many of the rule changes seem arbitrary.
Bad Authors: the flip side of good authors are the really bad ones. I've come out of plenty of modules wondering what exactly the point happened to be. I've also come out of some just plain pissed off.
Power Gamer Central: LG's biggest problem is the power-gamer vicious circle. The game has always had powergamers, however the circle and various triads have tried to compensate by making things tougher. This just makes the powergamers adapt, and the non-powergamers have to take on some of those traits just to survive. Role playing is not a priority at all. Survival has come to be everything. Then as the powergamers got worse, the modules compensated again. Thus the escalation.
Now in the face of all this, one would wonder why I continue to play. Well I happen to like my character. I'm also pretty high level, and LG is just about the only living campaign with any high level adventuring (since Living City died). I also like many of the people who only play LG as their living campaign, so if I'm going to play with them, it's the only option. Lastly, the plethora of opportunities is hard to pass up.
We've had a local resurgence of people who gave up on LG coming back simply because they liked their characters. However they are being extremely choosy about DMs and adventures. This is a wise course, and will likely make it a much more pleasant campaign. I'm more willing to play all that's available, but then maybe I just like to have a wealth of things to complain about.
buzzard
Let me give you my anaylsis.
Positive:
Lots of players- you can always find a game. You can find players, and you can travel and find games.
Lots of adventures: With 8 regionals, 8 metaregionals, and I don't even know how many cores per year, it has the greatest quantity of adventuring available in any living campaign.
Structure: The game is structured, and you can expect certain things. This also serves to put some cap on the twinks.
Good Authors: Owing to the fact that it is the biggest, it attracts plenty of authors for the modules. Some of which are actually quite talented.
Negatives:
Lots of players: Since it is the biggest, you end up with players of all stripes. If you are playing at a con and don't know the people there, you could end up with a table that is composed of rather undesirable players. This can be either because the party is ineffective or the people are just plain painful. I've had some of both. I'm experienced enough in my gaming community now that this really isn't much of a problem anymore.
Lots of Adventures: because there is so much written, much of it is crap. You ride plenty of railroads and witness plenty of contrived nonsense created to make things harder. Plenty of modules really ignore the rules to make things harder.
Structure: The Circle often seems to be a bunch of power mad pests. Their decisions often seem to be arbitrary and unwise. They also tend to consider their own work holy writ (try some of their modules, those by David Christ are all meat grinders which find rules to be inconvenient, and thus something to be ignored). Also the structure changes all to frequently. Say you're got a character build in mind, and you've been working on it for a while. Bam. A new LGCS comes out and you're blown out of the water as the rules have changed. Some of this isn't their fault as RPGA is a part of WoTC, and thus must push the new books. However many of the rule changes seem arbitrary.
Bad Authors: the flip side of good authors are the really bad ones. I've come out of plenty of modules wondering what exactly the point happened to be. I've also come out of some just plain pissed off.
Power Gamer Central: LG's biggest problem is the power-gamer vicious circle. The game has always had powergamers, however the circle and various triads have tried to compensate by making things tougher. This just makes the powergamers adapt, and the non-powergamers have to take on some of those traits just to survive. Role playing is not a priority at all. Survival has come to be everything. Then as the powergamers got worse, the modules compensated again. Thus the escalation.
Now in the face of all this, one would wonder why I continue to play. Well I happen to like my character. I'm also pretty high level, and LG is just about the only living campaign with any high level adventuring (since Living City died). I also like many of the people who only play LG as their living campaign, so if I'm going to play with them, it's the only option. Lastly, the plethora of opportunities is hard to pass up.
We've had a local resurgence of people who gave up on LG coming back simply because they liked their characters. However they are being extremely choosy about DMs and adventures. This is a wise course, and will likely make it a much more pleasant campaign. I'm more willing to play all that's available, but then maybe I just like to have a wealth of things to complain about.
buzzard