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5 years ago ::
Mar 21, 2008 - 8:49AM
#21
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Date Joined:
Dec 21, 2006
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And it's pretty clear from the discussion here that interactives DON'T work as intended . Actually, they work fairly well as intended. They can offer a large format adventure that takes advantage of the large groups of players at conventions. They are a content that act as a convention draw because of there exclusivity and most importantly, they give players a more direct conection to the changes to the plot based on there actions.
The downsides of interactives lie within the logistical effort of producing them on time for each individual event not, whether they work as intended once offered.
Even if it meant a more generic adventure where some of its parts or encounters could be swapped in and out to make it a "new" interactive for the next con, I think they would be worth the effort and inclusion.
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5 years ago ::
Mar 21, 2008 - 10:30AM
#22
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Because they're different things and different games.
Old saying...maybe you have heard it. Don't throw the baby out with the bath water.
Why should being the same be a goal?
As mentioned in a previous post sameness is desirable when the results were good and undesirables when the results were bad.
And it's pretty clear from the discussion here that interactives DON'T work as intended .
Interactives work exactly as they are supposed to. They are a big con draw and they allow players to influence their regions. the only negative disscussed in this forum has been the amount of extra work involved in setting them up and running them.
As long as that feel mirrors LG and not XE, right?
No, I am all for free inter region play. I look forward to the game table. Guests cards and the quests sound like a cool idea. I can live without TU's if they go that way. I am all for a better access system.The setting is completely different and the world is completely different and we are going to be playing 4th ed so I doubt it will feel much like LG no matter how much LG we bring along and thats ok. There will still be special missions and con-specific adventures.
Quick, name ten things that changed in the Greyhawk campaign setting during the Living Campaign.
And how many were influenced by players and how many will show up in a new edition of the campaign setting? Technically nothing they never updated the gazetteer. In region we saw changes in local government, retired players becoming the heads of meta orgs and story NPC's, we organized treaties, defended towns, failed to defend towns and saw them burn( Flameflower is gone....sorry elves). Lots of things in each region are different now than when the gazetteer was published and many of those changes were dependent on the outcome of the interactives
For legal reasons I don't think any of the changes in each region are likely to show up in a future setting since WOTC doesn't own the rights to a lot of that material. I think the stuff written for cores will end up in the new LGG but that was never influenced by players.
Bottom line the things we did in interactives changed the story in the world in which we played and thats what I care about. I doubt if anyone care if it makes it into the new book, we don't need to read about it......we lived it!!
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5 years ago ::
Mar 21, 2008 - 11:30AM
#23
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For legal reasons I don't think any of the changes in each region are likely to show up in a future setting since WOTC doesn't own the rights to a lot of that material. I think the stuff written for cores will end up in the new LGG but that was never influenced by players. Which is a pretty damn good reason not to have them identically done in LFR.
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5 years ago ::
Mar 21, 2008 - 12:55PM
#24
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Date Joined:
Nov 21, 2005
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Quick, name ten things that changed in the Greyhawk campaign setting during the Living Campaign. And how many were influenced by players and how many will show up in a new edition of the campaign setting? The Pale began with a unique interactive that determined the relationships among the important NPCs.
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5 years ago ::
Mar 21, 2008 - 2:37PM
#25
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Oh, I'm sure there have been some *amazing* interactive over the 8 years of LG. But for them to be valid they cannot continue as they currently do (hastily done with little warning given to the campaign staff).
Interactives would need to be professionally done modules of quality equal to that of the best of the yearly modules.
And while I'm sure there have been some great mods done it the past, most of my experiences with them (three battle, one RP and one pseudo interactive that was really a mini-mod) amounted to being at mixed tables of 3/4 low and 1/4 high where you'd take a single swing, miss, and then spend ten minutes waiting for the remaining 4-5 tables to finish their round.
I can see some excellent convention specials which shape the campaign in the same was as interactives, only not localized to a single location. If handled well they could be region-wide.
Before posting, ask yourself WWWS: What Would Wrecan Say? Spoiler:
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My Webcomic

Updated Tuesday and Thursday
Read my blog on the WotC Community Site (updated irregularly to avoid spamming the "Featured Blogger" list).
You can follow me on Twitter: "@DnDJester"
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5 years ago ::
Mar 21, 2008 - 4:48PM
#26
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Which is a pretty damn good reason not to have them identically done in LFR. In LFR all authors will be paid a token amount so that material is owned by WOTC so this will not be a problem. Also I did not say interactives should be done identically. We should change them so they are better. My point is that we should keep them not just dump them.
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5 years ago ::
Mar 21, 2008 - 4:55PM
#27
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Oh, I'm sure there have been some *amazing* interactive over the 8 years of LG. But for them to be valid they cannot continue as they currently do (hastily done with little warning given to the campaign staff).
Interactives would need to be professionally done modules of quality equal to that of the best of the yearly modules. I agree!
I can see some excellent convention specials which shape the campaign in the same {way} as interactives, only not localized to a single location. If handled well they could be region-wide.
My suggestion is that they be run at all campaign staff approved cons in the region for a limited time( a few months). The results at each con could be reported to the writing staff so we can still have an influence on the plot in our area. I suggest 2-4 a year.
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5 years ago ::
Mar 21, 2008 - 4:56PM
#28
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I agree!
I can see some excellent convention specials which shape the campaign in the same {way} as interactives, only not localized to a single location. If handled well they could be region-wide. My suggestion is that they be run at all campaign staff approved cons in the region for a limited time( a few months). The results at each con could be reported to the writing staff so we can still have an influence on the plot in our area. I suggest 2-4 a year.
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5 years ago ::
Mar 21, 2008 - 4:58PM
#29
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!!
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5 years ago ::
Mar 23, 2008 - 1:45PM
#30
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Date Joined:
Jan 27, 2007
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I think at least Keith "I agree though, if the volunteers/authors cannot be found to design, develop and pull it off, then it does not happen" is underestimating the productive resources available in his North Central region. It is my understanding that the NC region contains the whole of the former Furyondy, Veluna, Highfolk and Verbobonc regions, plus some of the Shield Lands and Dyvers regions. A lot of good work has come out of those regions. There were certainly issues about interactives being unfinished/problematic/whatever. That is not to say that there were no problems with regional mods (as folks from the Gran March can attest) or core material (some mod about a bridge comes to mind) as well, however. Certainly there was a huge gap between most of the regions, which are functional, versus the few in places like Greece or Hawaii that didn't work so well due to a small player base, in terms of what their regions were able to produce. What I think is clear to everyone is, shrinking the number of mods by so much will result in the community expecting a _much_ higher standard of qality (sic) than was previously seen. Otherwise there will be a lot of writers left over from when you assign writers, and they will be unhappy if the mods they didn't write are of poor quality. They will feel they have been overlooked versus what will be perceived as favored people. My personal suggestion is find a way to include as many authors as possible, otherwise they will have ready-made excuses to quit when the admins make mistakes (as they will, no doubt, Mr. Christ's thoughts notwithstanding). This loss will be a small percentage of the overall player base but a much larger proportion of the active players. Wizards may not care so much about the active players (after all, their books are already pre-ordered and sold) but the Regional Admins will, because who else will they turn to when their chosen authors and judges fall through on their commitments? Brayden Glad, back to the nameless, thankless task of statting out underpowered obligatory thug encounters as a short-notice fill-in...
Dealing with WotC customer service is like milking an emu...
You might get scratched, bitten or kicked, or might simply be ignored, but you won't be successful...
and people will think you odd for trying.
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