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Message no. 1
From: Geoff Skellams <geoff.skellams@*********.COM.AU>
Subject: Virtual Seattle and the RPGA (was re: Virtual Seattle)
Date: Fri, 7 Aug 1998 14:59:45 +1000
On Shadowrun Discussion, Erik Jameson[SMTP:erikj@****.COM] wrote:
> At 09:30 AM 8/7/98 +1000, you wrote:
> >I thought you would have known what this is. Actually, I thought
> >everyone knew what Virtual Seattle was. Oh Well.
>
> Well, I had been looking in the wrong places. And when the trails led
to
> TSR, I ran like hell the other way.

In some respects, I can understand that. I joined basically
because I was going to Gencon in 94. I liked it, so I stayed with it,
even it I do get too much AD&D stuff. But that's OK, I'm thinking about
doing something about that :)

> Okay, I've read all the info on the web site.
> My next question is, why?
>
Basically, I suspect that people like the concept of owning a
character that they created and being able to play at conventions. I
suspect that it has something to do with the powergaming aspect. If you
think VS is bad, you should try the AD&D Living City. People get rabid
about that, and it is IMPOSSIBLE to tailor a character to be incompetant
and stay that way. I tried and failed. I really like my senile gnome
cleric the way he was - he was supposed to be perpetually first level.

> It seems that I would get better turnout and flexibility (as a GM) to
run
> games NOT affiliated with Virtual Seattle. Considering all the
> restrictions...some of which I think are utterly lame and even
outright
> stupid (all IMHO of course).
>
Well, it's obvious that VS is not for you then :) That's OK,
there's nothing stopping you from writing standard SR type games where
you as the GM supply the characters as well as the game. Some people
like it though. If it keeps them happy and relatively quiet, then good
luck to them I say.

> So why join? Why have anything to do with the RPGA or Virtual
Seattle? I
> just don't see any benefit to the SR player or GM, but maybe I'm
missing
> something.

As I mentioned before, I joined the RPGA because I was going to Gencon
94. From experience, running an RPGA sanctioned tournament at Gencon is
a hell of a lot easier than running one by yourself. For starters, the
RPGA organises everything for you. You just show up, collect the
character and scoring packet and go run your session. They organise
prizes and everything else for you. It also means that your games don't
have to have more than about 6 players (I played a single NON-RPGA GURPS
game and it had *13* players. It was total crap). I hope to someday go
to Gencon again. I'll be sticking with RPGA sanctioned games then as
well.

The RPGA are also keep their modules in an archive, so if you are
running a convention you can write to them and "buy" modules from them
in just about whatever system you like. It could be a good way to get
some games for a con without having to have people with the time and the
talent to write one. As long as you can find the GMs for the various
sessions, you can get a con going. This could be a really big thing for
some small cons.

Being a member of the RPGA means you get a copy of the Polyhedron mag.
I'm the first to admit that most of it is related to AD&D and is pretty
much worthless, but things are slowly starting to change and it is
getting better. They've gotten rid of a lot of the Living City crap that
used to come with it and are starting to put more interesting articles
in it. The issue I got last week (I think it was 130) was all about
pirates (although there was no stuff about Cyberpirates). However, some
of it could be useful if you wanted to run a pirate campaign in SR.
There was also a really great article about knot tying, which it
mentions can be used to add extra flavour to your pirate campaign. Issue
128 was about jungles, and it did have a jungle related SR article. It
also had an adventure by Steve Kenson (which was AD&D from memory).

I guess what you get out of an RPGA membership depends on what you want
it for. For some reason I haven't quite figured out yet, I really enjoy
being a member, even though I DON'T play AD&D (I don't even own any AD&D
stuff).

It goes without saying, of course, that YMMV.

cheers
G
--
Geoff Skellams R&D - Tower Software
Email Address: geoff.skellams@*********.com.au
Homepage: http://www.towersoft.com.au/staff/geoff/
ICQ Number: 2815165

"That rates about a 9.5 on my weird-shit-o-meter"
- Will Smith in "Men in Black"
Message no. 2
From: Erik Jameson <erikj@****.COM>
Subject: Re: Virtual Seattle and the RPGA (was re: Virtual Seattle)
Date: Fri, 7 Aug 1998 13:03:20 -0400
At 02:59 PM 8/7/98 +1000, you wrote:

>> Okay, I've read all the info on the web site.
>> My next question is, why?
>>
> Basically, I suspect that people like the concept of owning a
>character that they created and being able to play at conventions.

Okay, that I can see. But the limitations on sourcebooks would just drive
me up a wall. How long has Awakenings been out? And it's still not
accepted within VS? And *how* long did it take for Initiation to be allowed?

>> So why join? Why have anything to do with the RPGA or Virtual
>Seattle? I
>> just don't see any benefit to the SR player or GM, but maybe I'm
>missing
>> something.

>a hell of a lot easier than running one by yourself. For starters, the
>RPGA organises everything for you. You just show up, collect the
>character and scoring packet and go run your session. They organise
>prizes and everything else for you. It also means that your games don't
>have to have more than about 6 players (I played a single NON-RPGA GURPS
>game and it had *13* players. It was total crap).

Okay, this is cool, mostly. After all the teeth-pulling I did with FASA to
get prizes for my game and the rest of Comicon, they said they've shipped
them out twice now (or were going to) and I still haven't seen my prizes
show up. Beginning to piss me off too.

As for players, I think that's just gotta be up to the GM. I'm allowing 8
people in my SR3 game, 9 if Jak Koke decides to play. As GM, I'm willing
to allow that and I'm also willing to take control as needed to keep things
in check. Of course, the fact that I'm an adult probably helps a bit there
too; I could see small geeky teenaged GMs potentially having problems
controlling a dozen other gamers.

>The RPGA are also keep their modules in an archive, so if you are
>running a convention you can write to them and "buy" modules from them

Saw that. This is cool. I'd actually really like to see the one that you
did. I'd also like to get some feel for the general quality of those
things. IF they are good enough, I might consider at least doing the free
level of membership.

>talent to write one. As long as you can find the GMs for the various
>sessions, you can get a con going. This could be a really big thing for
>some small cons.

This could be cool. About once a month, there's a AD&D RPGA event at All
Star Games (and when they are the same time as my SR game, they steal all
the chairs the bastards).

>I guess what you get out of an RPGA membership depends on what you want
>it for.

Well, you're welcome to play in any game I run, RPGA or not. I suppose
that if FASA ran VS, I'd join because that'd increase my chances of getting
SR swag for free.

So what sort of prizes are common for these things anyway? IF my FASA
prizes ever actually show up, what do you think might be included? I'm
curious to see what I'm probably going to be missing...

Erik J.


http://www.fortunecity.com/rivendell/dungeon/480/index.html
The Reality Check for a Fictional World

Further Reading

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