Where can I find out more about the New Living Eberron campaign?

Emirikol said:
1. Non-fantasy names. Bahb = Bob. Jhill = Jill. Jahk = Jack. This is crap and the players know it because prounouciation is what REALLY matters.
2. Lack of a couple of peasants the PC's can talk to (give a couple names..good fantasy names anyways). Some writers get lazy and just say, "With a successful gather info check DC 2, they learn..."
3. Lack of coherence with the world of Greyhawk. Jeez, mention something Greyhawkish OTHER than the GODS' NAMES once in a while!
4. Lack of ongoing storyline. Even in regional scenarios, the long-term storylines are hard to follow. I've noticed that players like to see recurring NPC's (not always the arse-kissing goody-two-shoes-hiring-kind either) in multy-part scenarios. FORMER RPGA head RObert Weise goes off on LEGACY OF THE GREEN REGENT on the EBERRON: markofheroes yahoogroup saying that even in that campaign (which isn't "living") the storyline is darn near impossible to follow and it becomes a series of meaningless combats. I think this is a problem with the presentation. I think players need more handouts, "The story so far..."
5. Too much fluff for the DM. There are PAGES of unnecessary text that is put into scenarios. Stuff like, "When the players finish when encounter #2, the DM should proceed to encounter #3." DUH! Sometimes, there are PAGES of DM's background that will never be revealed to the players. AFAIAC, there should be NO background that isn't revealed to the players. If the NPC has a motivation, let the players find out why.."OH, he's just that way" isn't good enough or it could just as well be scripted.
6. TOO EASY. There are a lot of encounters where whiny-butt players say stuff like, "WE ALMOST DIED!" Woo hoo. So, you didn't die and you're whining? OK, next time I'll throw in some environmental factors... ;)
..

1. I personally haven't seen this. Heck, over in Perrenland the main problem people have is that many of the names are unpronouncable. I say, spare a thought for Geoff, the naems there are all Welsh Gaelic. What's your region?

2. That's a beef I have too. I've found cores to be the biggest offenders there. I only find it acceptable in some situations (like one regional I played where you start in an army camp. At chow time.)

3. Having never played original Greyhawk, I can't say. I'm loving the flavour, once again, of my regionals.

4. Ether Threat, I'm looking in your direction. SAME TO YOU BRENDINGUD! That said, from the LGR mods I've seen, it is worse. I've seen no such problem in Perrenland though, we just finished a saga that's been going since year 1. And its been clear as day, as have our other multi-part stories.

5. No argument here. Keep 'em short and sweet, ink carts are expensive.

6. GAH!? Have you seen "A Tiger? In Ahlissa?!", "Every Passing Breeze", "Through Nature to Eternity"? As written, all of these mods feature GUARANTEED TPKs. Some are cakewalks, but I've come across many more that are the opposite. Yes, a lot of them were regionals.

Oh, and Merric, I found that in Circle of Sin too. We ended up helping mainly to stop the witch hunt from hitting the Trithereonites, the heck with the Pholtans. And if you want to help the players out, order an Intro mod or 2 from the Perrenland triad. They're designed for 1st level characters.

Ironically, the level kicks are my biggest beef with the Campaigns system. IMHO, it absolutely destroys any sense of accomplishment when you level, in Greyhawk, Force and Arcanis you work for your reward (dear Gods, do you work for it in Arcanis, especially Nish!) In LGR and MoH, its like "meh, kick comes around an I'm fine". I don't know, maybe if they get ALL the mods out on time in MoH you'll actually be able to stay at least 1 level ahead of the curve. Or maybe, they could have an outbreak of common sense and make the mods SCALEABLE!

Rant over, I now return you to your regular programming.
 

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Testament said:
Oh, and Merric, I found that in Circle of Sin too. We ended up helping mainly to stop the witch hunt from hitting the Trithereonites, the heck with the Pholtans.

Unfortunately, the cleric in the group was of St Cuthbert. He hated both groups...

And if you want to help the players out, order an Intro mod or 2 from the Perrenland triad. They're designed for 1st level characters.

Zombie Monastery was not a good experience, unfortunately. I really, really detest the Perrenland names. They kept me from being involved in LG for two years. No, I'm not joking.

Cheers!
 

Testament said:
Ironically, the level kicks are my biggest beef with the Campaigns system. IMHO, it absolutely destroys any sense of accomplishment when you level

Indeed. It is a problem - but Living Greyhawk works better for the frequent players.

Infrequent RPGA players will find Level Kicks to be much better.

I'm sure that the main problem with them has been they are slightly too much compared to the XP/treasure gained in the actual modules. With missing LGR modules as well (an absolute debacle recently), this just makes things worse.

Cheers!
 

MerricB said:
Zombie Monastery was not a good experience, unfortunately. I really, really detest the Perrenland names. They kept me from being involved in LG for two years. No, I'm not joking.

What? You Uitlander! Come back here you lousy son of a Roodberg! :lol:

You're not the first, and I doubt you'll be the last person who gets a headache from that the Dutch/German blend that is Stamtaal. You should've seen some of the poor international GMs at Spring Revel trying to deal with it. Some of them found it worse than the Arabic names they have to put up with in Ket and Tusmit. Maybe I've just gotten used to it.


MerricB said:
I'm sure that the main problem with them has been they are slightly too much compared to the XP/treasure gained in the actual modules. With missing LGR modules as well (an absolute debacle recently), this just makes things worse

No argument here. As I implied earlier, it wouldn't be so bad if you were a level or two ahead of the curve if you've played every module. From some rough calculations, if the three missing modules had actually appeared, you'd be about a level and a half ahead on XP, and bucketloads of gold ahead on equipment value. That would be much better. LGR has been a learning experience I'd say, on how NOT to run a campaign.

Speaking of gold values, I'm curious to see how they'll handle Artificers with their craft reserve. If they don't get it, then they've shot the class in the foot. I love Eberron as a setting, so I'll be giving MoH a try. A friend and I are trying to form a unit of Warforged Legionnaires down here in Melbourne. We're planning to have a desk at the first con its at, getting people to sign up. We hand them their pre-made sheet for first level, complete with gear, and tell them they can go from there. ;) Yes, we're looking for members. Here's to hoping its available at Arcanacon!
 

Testament said:
What? You Uitlander! Come back here you lousy son of a Roodberg! :lol:

You're not the first, and I doubt you'll be the last person who gets a headache from that the Dutch/German blend that is Stamtaal. You should've seen some of the poor international GMs at Spring Revel trying to deal with it. Some of them found it worse than the Arabic names they have to put up with in Ket and Tusmit. Maybe I've just gotten used to it.

German I could handle - I studied it for three years - but Dutch is another thing altogether.

Cheers!
 

Testament said:
Speaking of gold values, I'm curious to see how they'll handle Artificers with their craft reserve. If they don't get it, then they've shot the class in the foot.


Artificers get a boost to their gold reserve equal to five times the craft reserve. They also get a 300 gp bonus to their "craft reserve" when they gain retain essence ability at 5th level.
 


Emirikol said:
Hey, they've got Dutch to English over on Altavista's Babelfish ;)

jh

My stepmother studied Dutch, and my father lived in Germany for a couple of years...

However, with German I have a good idea of pronounciation (as with Latin) so I can pronounce the words - a useful skill. I don't have that skill with Dutch, so it just looks strange.

Very strange...

Cheers!
 

It's not like Stamtaal is a real language. It's just a hybrid of Germanic terms - I wouldn't worry too much about it (although Schwartzenbruin does mean brown bear, as some found out too late in a recent module).

I've run dozens of sessions of LG games, and I've found that the Perrenland modules tend to be much better than cores. But then, I understand that core modules are written in a more generic manner, so that makes sense in a way.

But there are some really good cores around IMO - Witch Hunt and By Cunning and Forced Cause both come to mind, but they expire at the end of the year.

As for LGR - I've just decided to get out of it. I played #18 on Monday night, in preparation for a con this weekend, and I'm just sick of it. IMO a D&D game is not four hours of combat and a five minute speech at the end. I was looking forward to LGR, but it never lived up to expectations.

I like that it's Accounting-lite, compared to LG, which is accounting-heavy. The level kicks have been almost irrelevant to me - I had no bump at 3rd, and went from 6th to 7th at the 7th level bump. If the missing modules had shown up I might have made it to 7th or beyond before the last bump.

But I'm tired of hearing NOTHING from HQ about the campaign. There hasn't been a Dispel Confusion for a year, and not a word about the missing modules - not even a "sorry guys, they ain't gonna happen".

When playing LGR#18, I played my 15th module. That includes two specials. LGR#17 is out too (only convention play atm), but they are still missing 4,10,12, 14 & 15. Counting the two specials they are missing 25% of modules. And they are way behind schedule for a game that was supposed to end at #40 at Gencon 2005.

As for LG - well, I don't play. I just DM, and I DM a fair amount. It seems to average 2-3 new modules a month running 2-3 times each, plus re-runs of ones I've done before.

Anyway, so long as RPGA membership is free there really isn't a drawback to being a member, even if I don't like everything.

Duncan (who is travelling almost 5 hours on Friday to DM at an RPGA convention all weekend).
 

MerricB:

To jump start some PCs, play "Mad God's Key" - it's in Dungeon #114 and is designed to take a character from 1st level to 3rd (or almost to 3rd). Only first level PCs can play it, but they don't have to be brand new characters (the author, Jason Buhlmann posts here as IuztheEvil). I think it expires this month (December), but I'm not sure.

Anyway, I played it and it was a lot of fun, with some challenging encounters. But we prevailed. Huzzah!
 

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