Dungeons & Dragons' Adventurers League is an official organised play system that allows players to take their characters from one game to another, across the world and even through digital play, while keeping their character's progress and loot intact. This means that players can play with a new set of companions each session, enjoying the flexibility to play with various groups. Each session is structured as a one-shot that lasts between two to four hours, but some recurring campaigns can be multi-session games. This modular approach allows players to hop in and out of games as their schedule allows, making D&D more accessible than ever.
Characteristics | Values |
---|---|
Number of players | 3-7 |
Session length | 2-4 hours |
Session type | One-shot or multi-session |
Session frequency | Weekly or irregular |
Number of adventures | Over 30 |
Character creation | Follows guidelines in the D&D Adventurers League Player's Guide |
Character progression | Level up after each session |
Loot and gold | Retained between sessions |
Adventure type | Episodic |
Adventure setting | Forgotten Realms or Eberron |
Adventure sources | Official fifth edition adventures, DMsGuild, etc. |
Play locations | Conventions, local game stores, or at home |
Play format | In-person or online |
What You'll Learn
- Adventurers League is the official organised play system of Dungeons & Dragons
- It allows players to travel from one game table to another, keeping their character's progress and loot intact
- Each session is structured as a one-shot that lasts between two to four hours
- All characters created for Adventurers League must follow specific guidelines, which can be found in the D&D Adventurers League Player's Guide
- The league operates in seasons matched to the hardcover adventures published by Wizards of the Coast
Adventurers League is the official organised play system of Dungeons & Dragons
Dungeons & Dragons' Adventurers League is the official organised play system of the game. It allows players to travel from one game table to another, across the world and even through digital play, while keeping their character's progress and loot intact. This means that players can play with different groups, allowing them to enjoy a new set of companions each session.
Adventurers League games are typically run in game stores or at conventions, but home and online games that follow the AL rules are also allowed. The games are designed to be accessible, with a modular approach that allows players to hop in and out of games as their schedule allows. Each session is structured as a one-shot that lasts between two to four hours, but some recurring campaigns can be multi-session games. After each session, player characters level up, and between sessions, they keep their loot, gold, and any other rewards they acquired during play.
All characters created for Adventurers League must follow specific guidelines, which can be found in the D&D Adventurers League Player's Guide. In terms of rules, Adventurers League games follow a “rules as written” premise, where DMs cannot add or remove rules and must follow the published materials. This ensures consistency across different games and DMs, allowing players to take their characters from one game to another.
The Adventurers League provides an easy way for players and DMs to venture to new realms and play with new companions, making it a great option for those looking for more opportunities to play Dungeons & Dragons.
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It allows players to travel from one game table to another, keeping their character's progress and loot intact
The D&D Adventurers League is the official organised play system of D&D. It allows players to travel from one game table to another, keeping their character's progress and loot intact. This means that players can take their characters to any AL table and play their character rather than a premade. This can be done in person or online, across the world, via digital play.
The Adventurers League is designed to be flexible, allowing players to hop in and out of games as their schedule allows. Each session is structured as a one-shot that lasts between two to four hours, but some recurring campaigns can be multi-session games. After each session, player characters level up, and between sessions, they keep their loot, gold, and any other rewards they acquired during play. They can also perform downtime activities, like scribing spells and brewing potions.
The rules for AL games are described in the current season's D&D Adventurers League DM's Pack and D&D Adventurers League Player's Pack. All characters created for Adventurers League must follow specific guidelines, which can be found in the D&D Adventurers League Player's Guide.
A notable difference between AL play and non-AL play is the use of a logsheet. Each adventure that a character participates in has an entry on a tracking sheet that records what adventure it was, who DMed it, how much experience and gold the character acquired, any magic items found, etc. This allows some rudimentary auditing of a character, although it is all on the honour system, with no centralised tracking.
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Each session is structured as a one-shot that lasts between two to four hours
The D&D Adventurers League is an "official organised play system" that allows players to travel from one game table to another, across the world, and even through digital play, while keeping their character's progress and loot intact. Adventures in the Adventurers League are episodic, and each session is structured as a one-shot that lasts between two to four hours. This modular approach allows players to hop in and out of games as their schedule allows, making D&D more accessible.
Each session is a self-contained adventure, and players can take their character to any AL table and play without having to start a new character. This means that players can play with a new set of companions each session, enjoying the flexibility to play with various groups.
The structure of the Adventurers League means that Dungeon Masters (DMs) only need to prepare for the immediate adventure, and they don't need to worry about the setting's lore or history. These adventures are only two to four hours long and include a relatively high amount of combat, which makes preparation more straightforward.
After each session, player characters level up, and between sessions, they keep their loot, gold, and any other rewards they acquired during play. They can also perform downtime activities, like scribing spells and brewing potions.
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All characters created for Adventurers League must follow specific guidelines, which can be found in the D&D Adventurers League Player's Guide
The D&D Adventurers League is the official organised play system of D&D. It allows players to travel from one game table to another, across the world and even through digital play, while keeping their character's progress and loot intact.
The next steps mostly follow the typical path of character creation, with some limitations. The steps are as follows:
- Choose a species or lineage, using the rules for a custom lineage found in Tasha's Cauldron of Everything if you wish.
- Assign your ability scores. You have two methods for this process: standard array or point buy.
- Pick your background, which you can choose from the options available or create using the Customizing a Background rule from the Player's Handbook. You also choose a feat from Skilled or Tough if your background doesn't offer a feat.
- Pick your alignment, as long as it's non-evil, your deity, if you want to worship one, and your faction, if you want to belong to one.
- Equip your character with their starting equipment or sell it for gold and use that to decide your loadout.
The D&D Adventurers League Player's Guide also includes a "What Rulebooks Should I Use?" sidebar to help players determine which character options they have to choose from.
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The league operates in seasons matched to the hardcover adventures published by Wizards of the Coast
The D&D Adventurers League is the official organised play system of D&D, allowing players to take their characters from one game to another, including across the world and through digital play, while keeping their character's progress and loot intact. The league operates in seasons that match the hardcover adventures published by Wizards of the Coast. For example, the 9th season supported Baldur's Gate: Descent Into Avernus.
Each session is structured as a one-shot that lasts between two to four hours, but some recurring campaigns can be multi-session games. This modular approach allows players to hop in and out of games as their schedule allows, making D&D more accessible. After each session, player characters level up, and between sessions, they keep their loot, gold, and any other rewards they acquired during play.
Every official fifth edition adventure is compatible with Adventurers League. There are resources available for DMs to convert these longer, hardcover adventures into episodic sessions that can be run efficiently in Adventurers League play. These series of adventures are referred to as "seasons" and feature storylines adjacent to the main plot found in published modules.
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Frequently asked questions
The Adventurers League is the official organised play system of Dungeons & Dragons, allowing players to travel from one game table to another—across the world and even through digital play—while keeping their character's progress and loot intact.
Many local game shops host regular league games, and most D&D games at conventions follow the league. To start with the league, go to the Adventurers League site and look for a game store hosting games. Then contact the store. If nothing is close enough, find a regional convention and make a weekend of gaming. Or play online.
For most players, the league solves the problem of finding a D&D game. The league also offers an unmatched opportunity for DMs and adventure writers to boost their skills. No practice works as well as running games for strangers.