| Post/Author/DateTime | Post |
|---|---|
| WayneTheGame10-17-07, 08:08 PM | Please bear with me as I've never done anything with the RPGA before. I'm slightly confused as to how the module's APL system works. I'm looking at the upcoming events for my local RPGA chapter (I have not joined yet, I plan to soon), and I see a module with the CORSX-XX designation, and some with ULPX-XX. I understand that COR is a Core module (playable anywhere) and the ULP one is a regional (can only be played in states/countries corresponding to that region). Am I right in that there's no rule precluding you from playing in both (assuming, of course, you're in the appropriate region), even with the same character? Core modules are playable by anyone, correct? However, I am only joining the RPGA so I've not played any other "core" modules - does this matter, or is it like joining a campaign midway through (i.e. come up with some reason why you're there)? One of the modules says its part of a series; does this matter at all? In about three weeks there will be the introductory Greyhawk Ruins scenario for 1st levels - should I just wait for this and get in on the ground floor? I guess this question is very general, as I'm not used to the idea of "signing up to play" in what appears to be unrelated adventure modules, and that is what these seem to be. Second, I see that most of these modules have a huge discrepancy of APLs (I see a lot of 2-16). As my understanding is, that would mean that a 15th level character and a 1st level character (mine, say, since I'm just starting) could both take part in this adventure? That hardly seems fair to either party - the low level is going to be useless and/or canon fodder, the high level is going to dominate everything. Is this SOP (standard operating procedure) in the RPGA? Again, it hardly seems like a fair setup, but maybe I'm missing something. I just don't want to show up to game and find out I can't do anything because everyone else has high level characters due to playing for a while, and I'm the torchbearer. As I said above I apologize for the totally newb questions. I'm reading the current LG campaign standards book, but I'm confused as to how all this works; I've never done anything like it before. |
| copperwyrmling10-17-07, 08:59 PM | You can play both Core and Regional modules with the same PC (or different PCs, you're always free to make more). What you can't do is play a given module twice, even if you use a different character. Each module is (usually) a self-contained adventure that typically takes about four hours to play, although most are part of some ongoing series or storyline. Especially for regional scenarios, it can sometimes feel like you're jumping into the middle of a long-running story, but modules are usually written to be accessible for people from out-of-region who don't know the NPCs or places, and they'll generally assume that the PCs don't know each other at the start of the mod. The easiest way to learn the regional plotlines is to start playing: your fellow players should be able to fill you in on what's been happening. An APL range of 2-16 means that the module has separate sets of encounters for APL (average party level) 2, 4, 6, 8, 10, 12, 14 and 16. Each individual table will be classified by APL, and play the encounters appropriate to their APL. Your L1 PC and the L15 character would play the same adventure (same storyline, same NPCs, same consequences probably), but you would have to play at different tables, at different APLs (probably APL 2 for you and APL 14-16 for the L15). The undead encounter might be skeletons for your table (at APL 2), and a nightwalker for theirs (at APL 14). To make a legal table you need to have four to six players, and characters that are four or more levels above the APL can't play. If everyone else who's signed up for a particular game has indicated they want to play L15 characters, then you're probably out of luck: that table is very likely to be APL 14-16, and while your L1 character can legally play, you won't be able to do very much and will probably die. That's unusual though: because everyone can create new L1 characters at any time, it's usually not hard to find APL 2 tables. If you're having trouble getting people to play APL 2, your regional intros and the first Greyhawk Ruins game can only be played by L1 characters. |
| WayneTheGame10-17-07, 09:24 PM | Okay gotcha, so the range isn't like a normal adventure module's range (e.g. 3-5th level) but basically saying the same story can be done with different encounters based on the APL. Okay that's much more palatable :) Thanks a lot for clearing it up! |
| copperwyrmling10-17-07, 10:18 PM | Okay gotcha, so the range isn't like a normal adventure module's range (e.g. 3-5th level) but basically saying the same story can be done with different encounters based on the APL. Okay that's much more palatable :) Yep, that's correct. Have fun! |
| RtrnofdMax10-18-07, 11:54 AM | In about three weeks there will be the introductory Greyhawk Ruins scenario for 1st levels - should I just wait for this and get in on the ground floor? APL2 mods net you 450 xp, so you could, if you wanted, play two APL2 mods with your character, and still be able to play the CGR mod since you will still be 1st level. |
| solbergb10-18-07, 12:55 PM | Okay gotcha, so the range isn't like a normal adventure module's range (e.g. 3-5th level) but basically saying the same story can be done with different encounters based on the APL. Okay that's much more palatable :) Thanks a lot for clearing it up! Yes. Sometimes the adventures are tiered so that the higher level tables fight, say, the BBEG wizard and lower APL tables fight his apprentice while the boss teleports away. Most however have a fairly smooth progression of enemies and consequences - and that is why a 2-16 APL mod is rare, where a 2-8 or 10-14 scale module is more common - the adventure only makes sense within a few APL bands. Interactives (special events at conventions that affect plotlines) or core specials (double reward modules that are usually combat intensive, also mostly offered at conventions) usually have a tiered structure with 2-3 separate adventures that tie into the same events. As an example, in a battle interactive last year, planar rifts opened up at a festival as a result of earlier local plot outcomes. The low level characters (level 2-6) got sucked into the rifts and had one adventure, focused on shutting down the planar gates, which could only be done on the far side of the gates. The higher level characters (8-16) were "firefighting" - holding off the various waves of invading monsters until the low levels succeeded. Then in the end, a bunch of things happened - some high levels went after the BBEG, others mopped up the final wave, and others rescued the heroic low level characters trapped on Acheron.... |
| Hariman10-24-07, 10:45 PM | APL2 mods net you 450 xp, so you could, if you wanted, play two APL2 mods with your character, and still be able to play the CGR mod since you will still be 1st level. If there are intro mods offered, I'd recommend doing this. If they are regular mods, it's up to you. You stand a good chance of going into CGR with 900 GP and XP that you wouldn't have had if you'd just played the CGR mod as your character's first mod. That money can buy vital potions, scrolls, weapons, armor and tools. Even the 450gp from one mod can get you two potions of cure light wounds and a masterwork weapon. |