![]() They look to be set for 4-8 hour play blocks. Can include store reported home play, and play of the hardcover versions in store.Įpics: convention modules not available to the stores. They tend to run 3 to 10 hours of play each.Ĭasual Play: Any other store or club sponsored public event use of the DDEX and/or DDEN modules, or of the hardcover big adventures, that is being reported to Wizards. These modules are coded DDEX, and there are more than a dozen per season. Tends to be about 10-20 weeks of play, depending upon DMing style and player behavior.Įxpeditions: play of any of the expeditions modules at an FLGS sponsored public game or at a convention. These modules are coded DDEN, and are released 1 per season. What the Various Elements MeanĮncounters: Play of the "big module" for the season in its reduced form, covering levels 1-4, on Wednesday nights at a FLGS sponsored public game. ![]() Note that, for MTG tournies, that includes the winners, but for D&D, it's just who played. They also serve as a safety net - if a player or DM is acting inappropriately, the coordinator can toss them from the event.įor full credit, events are supposed to have their results entered within 24 hours of completion. The coordinators schedule the events - there are certain restrictions on scheduling - and upload the DCI numbers of those who played in those events. So, on day 1 of season 3, there are over 30 adventures the coordinator can choose from. ![]() As season 3 is about to begin, all the season 1 and 2 adventures are legal for season 3 play, as is Lost Mine of Phandelver (in the Beginner's Set). The store needs to have a coordinator - they keep track of who played, and make certain the DM's have allowed adventures to run.Īt present, that's a pretty decent selection. The store records your DCI number, and reports it to Wizards.Īll your XP is tracked on forms that you bring with, not by Wizards. Wizards keeps track of total player numbers - they do this using the DCI numbers. The DM then runs the adventure at the store in the allotted time for the first 7 players who sit down for it. The store either gives him the download password or gives him the adventure to run. DMingįrom the DM perspective, the DM gets his marching orders from the store. If a player wants to play it again, they can use a different character. In fact, that's often a problem to arrange.Ī given character can only participate once in a given adventure. Ideally, it works best if the adventure has the same 3-7 players week after week, but that's not a requirement. Character's experience total is tracked, and players can drop-in/drop-out on a session by session basis. Players play point-build or array-build characters in whatever adventure is being run. Local stores host games (often with volunteer DMs, sometimes with paid ones). D&D Adventurers League is an "organized play" system.
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