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13 months ago ::
May 31, 2012 - 2:45PM
#1
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Date Joined:
May 29, 2001
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In a different thread, bgibbons made a very good point about campaign rules, and rather than continue to take that thread off-topic, I thought I'd copy it here: From the beginning, LFR has encouraged a "you have to follow the important rules" mindset. I consider that incredibly destructive for a campaign, for the simple reason that it's unlikely that everyone agrees on which rules are important and which ones aren't.
Unless you are incredibly laid back, odds are you have lines that you consider important. You might not care about a 7-person table, but you might about a DM playing a PC at the table. You might not care that a player creates a PC using the Dungeon Survival Guide, but you might care that they have equipment from Dungeon adventures or worship an Eberron deity. You might not care that a player isn't using the latest errata, but you might care that they've continued buying uncommon magic items; or the latter might not bother you, until they show up with 10 of the same low-level item with a useful daily power.
Once you start down the "it's okay to only follow the important rules" path, however, you lose any moral authority to enforce the rules simply because they're rules. Now, everything becomes a case-by-case decision as to whether this rule is really important in this case, or more likely, you end up simply only playing with people who agree with you on what rules are important.
I think this creates a huge barrier to community. This isn't a purely theoretical concern; I've seen tension between groups because one considers the other to be a bunch of lousy cheaters, culminating in an unpleasant confrontation over advice members of one group were giving to new players attending another group's gameday.
Spoiler:
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The players from the other group (which organized a local convention and included some players who had been playing since ~2003) had as their standard practice that DMs could receive rewards for one of their PCs as though they played a module (the group's leader or another non-playing member was considered the table's DM for reporting purposes) and that players could adjust PCs where needed based on what module was being offered (e.g., take a PC that you've played from 1st to 6th level, bump him up to 11th level when a paragon module was offered, and just leave open spaces on your logsheet to theoretically go back and fill in the blanks when lower level modules were offered).
They didn't consider that they were breaking any important rules, and were seriously taken aback when pulled aside and asked not to tell new players playing at a store's gameday that this was something they should do, because they had been trained that this was normal and unobjectionable.
It didn't help that one of the group's members had apparently learned everything he needed to know about arguing from Internet forums, and after several uses of the phrase "Your opinion is inconsequential to me" to the store's owner, was asked not to come back. None of the other group members returned either, and so far as that other group exists, it's since shifted over to PFS. One of the entire points of a living campaign is that we're all playing the same game by the same rules, regardless of who you're playing with or where you go. Once you lose that, you lose a lot of the reason to even have a campaign. There are (at least) three ways of looking at rules: * Following rules is a practical issue--you will be punished if you break the rules, so whether you want to or not, following them is the wisest course of action; * Following rules is a moral issue--you have implicitly agreed to follow them as part of joining the campaign, and failing to do so in any but the most extreme circumstances indicates a moral lack; * Rules are just guidelines--you should follow them when you can, but if they conflict with your own personal sense of how the situation should be handled, feel free to do what you think is best. The campaign made an early decision not to have #1 as part of the campaign's mindset. Not only is there zero enforcement of the rules, but some of the campaign's early decisions seem based on the idea that they didn't want enforcement to even be an option, and there was a pretty clear "mind your own business about what goes on at other people's tables" mindset among some early campaign staff. If the campaign has #2 as their mindset, then we have a problem. A group that allows people to play kobold sorcerers, when they know the book isn't approved, is then making an objectively wrong decision. A player that isn't following the rules isn't just cutting a few corners to enhance their fun, they're doing something wrong. If the campaign has #3 as their mindset, well, then campaign staff have wasted an awful lot of time coming up with rules and players have wasted even more time talking about them. I could come up with a rules-light campaign CCG; it wouldn't be 24 pages long. That's where the cognitive dissonance sets in. Once you start saying that it's no big deal if someone uses unapproved material (or even, as has been said before, that a DM is being a bit of a jerk if he doesn't let them), you've moved out of the realm of #2 and into #3; at that point, why should we really care about anything else campaign staff have to say. I'm of the opinion that campaigns should only have rules they care about. If there's a rule that a player can ignore and still be a fine, upstanding member of the gaming community, then it shouldn't be a rule. If there's a rule that a good DM who cares about creating a fun game shouldn't be enforcing, then it shouldn't be in the CG.
Hoping this starts a good conversation over what the role of campaign rules should be in a shared-world living campaign.
-- Pauper
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13 months ago ::
May 31, 2012 - 2:49PM
#2
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Date Joined:
May 29, 2001
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To add something original to the thread, I'd like to point out that one function of campaign rules should be to spell out definitions of terms used in the campaign. Case in point:
Our group consists almost entirely of folks who've joined since the debut of LFR, and who don't have much experience with prior living campaigns. (One guy used to play a fair amount of NASCRAG back in the day, but that's about it.)
So, back in February, a bunch of modules retired from LFR. My problem is, when someone asks me what it means for a module to be 'retired', I can't point them to an official definition. I can cobble together an unofficial definition based on stuff that's in the current MYRE document -- when an adventure is 'retired', the story awards and treasure bundles for that module can no longer be awarded -- but that's largely a guess.
So that's one function that a living campaign's rules should provide -- a comprehensive definition of terms used within the context of the campaign itself, without assuming that participants will understand how a living campaign works from prior experience.
-- Pauper
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13 months ago ::
Jun 01, 2012 - 7:55AM
#3
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Date Joined:
Jul 22, 2008
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I've made this point before, but part of the problem with the LFR rules is that they're not always easy to find. We have the LFR Campaign Guide, but there are additional rules hidden on livingforgottenrealms.com and on the blog here. An obsolete set of RPGA rules is still posted on the Wizards of the Coast web site. There should be only one official source for campaign rules. If the campaign has #2 as their mindset, then we have a problem. A group that allows people to play kobold sorcerers, when they know the book isn't approved, is then making an objectively wrong decision. A player that isn't following the rules isn't just cutting a few corners to enhance their fun, they're doing something wrong. Why is this controversial or problematic? Unlike some other campaign rules, the list of allowed rules sources is well defined. A group that allows people to play kobold sorcerers, when they know the book isn't approved, is making an objectively wrong decision.
When I run games, I would not allow such a character to play.
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13 months ago ::
Jun 01, 2012 - 8:56AM
#4
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Date Joined:
Apr 25, 2002
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A group that allows people to play kobold sorcerers, when they know the book isn't approved, is making an objectively wrong decision.
When I run games, I would not allow such a character to play.
Except it isn't an objectively wrong decision - there's an admin saying use at your own risk...
NETH4-1 Containing Shadow (co-author) Handbooks
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13 months ago ::
Jun 01, 2012 - 3:39PM
#5
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Date Joined:
Jun 15, 2004
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In a different thread, bgibbons made a very good point about campaign rules
fwiw: I want everyone to follow the rules just 'cuz it's easier. But I'm not going to lose sleep on it. This is still just a game after all.
This from someone that spends huge amounts of time trying to understand and follow the rules (seriously: I cannot understate how much time I've spend on this). I just expect some players to be unaware of some rules. And even when they do know the rules (and purposefully desire to break them), I won't judge them. But I'll tell them enforcing those rules is part of my duty as a DM. And, since this is LFR, this won't be a surprise to them.
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13 months ago ::
Jun 03, 2012 - 1:55AM
#6
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Date Joined:
Jan 26, 2005
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I've made this point before, but part of the problem with the LFR rules is that they're not always easy to find.
We have the LFR Campaign Guide, but there are additional rules hidden on livingforgottenrealms.com and on the blog here. An obsolete set of RPGA rules is still posted on the Wizards of the Coast web site.
It does not help that the "current" Guide is still marked as DRAFT.
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13 months ago ::
Jun 03, 2012 - 4:48PM
#7
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Date Joined:
Aug 18, 2007
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It does not help that the "current" Guide is still marked as DRAFT.
It is marked DRAFT because it is currently letting all the air out of the campaign.
At least according to some people. ;>
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13 months ago ::
Jun 04, 2012 - 11:08AM
#8
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Date Joined:
May 23, 2005
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What is going on is no different than what went on with the death of LG at the end of 3rd edition.
4th edition is ending, LFR is going through the process of having to ramp up for a totally new edition since in a year or so this edition well be left behind like others before it.
And I am sure they are working behind the scenes to see if they can salvage and keep a Living campaign running when the change from 4th to Next happens.
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13 months ago ::
Jun 05, 2012 - 3:18PM
#9
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Date Joined:
Aug 21, 2007
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I have no real knowledge of D&D Next (5e), but WotC learned a strong lesson from the attempt to convert Living City from 2e to 3e ... don't do that. While I do not know if that lesson will be remembered for all time, I am sure people in the company still point to it. Assuming D&D Next is significantly different from 4e, I suspect the answer is the same ...start a new campaign.
What a campaign IMHO would like to do in ending is to bring to resolution all major plot threads and have a satisfying conclusion to the campaign. If you do not have a specific date (yet), then the staff gets in a more gray zone of wondering if they should stop starting new things and focus more on great endings to existing threads, but perhaps not sure about the urgency. Once a date is announced, you can count on the play to drop through the floor unless the adventures are hugely compelling.
For example, Living Death was always a fixed (finite) duration campaign, albeit of 10 years duration. Claire did a splendid job of managing the campaign over its life. I helped Claire with orchestrating (and writing) adventures leading up to a grand finale. While Living Death, a historical fantasy (gothic horror) campaign, was a niche campaign, I argue it had one of the best endings as it was crafted to have an epic ending.
So based upon that experience, my suggestion is to plan such grand and glorious endings as can be had, rather than simply produce X or Y more adventures, then stop one day.
In the context of all of that, at what point do you say, tweaking on Guides and stuff to add more choices is not needed? I suspect opinions vary.
Just adding non-official, random thoughts for the churn. (After you have been through the lives of several campaigns, you start to ponder the life cycle of campaigns.)
Keith
Keith Hoffman LFR Writing Director for Waterdeep
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13 months ago ::
Jun 06, 2012 - 1:56PM
#10
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Date Joined:
Jun 15, 2004
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Assuming D&D Next is significantly different from 4e, I suspect the answer is the same ...start a new campaign.
Based on the freely available playtest rules, I believe it is a given that 5e will be significantly different from 4e. While I would expect a new campaign to begin with 5e, I was also expecting it to be in the Forgotten Realms, and likely acknowledging events that came before. But I agree: no one should be carrying characters over from 4e.
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