Just moved to a new town, and I got to talking with one of the local librarians when I signed my daughter up for school. She told me that some of the teens in the area have expressed an interest in having some D&D in the library's programs, but she and the others who work there and coordinate these things have zero knowledge on the subject.
I think it would be cool to volunteer some of my time at the library and set something up for the local kids (and adults!), anywhere from once a month to once a week, depending on how well it goes over.
That being said, I figure Adventurers League would be the best way to go about it, where the rules are well structured, and the groups have more fluidity, but I've never even played an AL session, let alone put one into place. So I have a few questions on how it exactly works.
Does it have to be "official"? Like, registered with WOTC or something?
Is it a series of one-shots, or can you run full campaigns? If so, how does that work with the fluid composition of the parties?
Is it run by a single DM, or does it split into smaller groups with multiple DMs based on the total number of players?
What material can I freely distribute to kids who may not have access or means to get the source books?
Anything else I should know or consider before I embark on this quest??
Just moved to a new town, and I got to talking with one of the local librarians when I signed my daughter up for school. She told me that some of the teens in the area have expressed an interest in having some D&D in the library's programs, but she and the others who work there and coordinate these things have zero knowledge on the subject.
I think it would be cool to volunteer some of my time at the library and set something up for the local kids (and adults!), anywhere from once a month to once a week, depending on how well it goes over.
That being said, I figure Adventurers League would be the best way to go about it, where the rules are well structured, and the groups have more fluidity, but I've never even played an AL session, let alone put one into place. So I have a few questions on how it exactly works.
Does it have to be "official"? Like, registered with WOTC or something?
Is it a series of one-shots, or can you run full campaigns? If so, how does that work with the fluid composition of the parties?
Is it run by a single DM, or does it split into smaller groups with multiple DMs based on the total number of players?
What material can I freely distribute to kids who may not have access or means to get the source books?
Anything else I should know or consider before I embark on this quest??
Thanks in advance for your help!
As far as I know ... here are some answers to your questions :)
1) The location doesn't need to register. However, each player and DM does register with WOTC to get a DCI number that is used on the AL character log sheets. When you play a session, it gets logged for the character you are playing on their log sheet. You record the module played, the name of the DM and their DCI number, the date and what was earned from the adventure including adventure check points/treasure points/gold from leveling up/ downtime/ renown and unlocked magic items.
If you haven't played AL before you should read the AL documentation which is free.
2) Since AL is designed to be run at a wide variety of places and the players can take the characters run in AL in a venue in one city or country and then take that same character and expect to be able to sit down and play it at some other venue or convention in a different city or country ... there are some limitations on what can be run.
You basically can't use home made campaigns in AL. You can use AL modules from any season 1-8, season agnostic content (like Lost Mines of Phandelver from the starter kit) and all of the published hardcover adventures (which are basically published campaigns) as well as a large number of community created content (CCC) modules that are all AL legal. There is actually quite a bit of material to draw on. However, most of the AL play is in modules designed to last about 4 hours. I think the content catalog linked in answer 1 contains a list. Most are pretty inexpensive and can be purchased on DMsGuild.
3) You can run "campaigns" by either playing linked modules (some modules are in trilogies or more) or by running a hardcover. Most of the content must be played in tiers meaning that a tier 1 adventure accommodates any mix of level 1-4 characters (the DM adjusts things to make it fun without being either too easy or too hard).
Changing party composition is one of the reasons that the modules may be thematically linked but there is usually a break at the end which would allow for a narrative transition to account for different characters from session to session. If you are playing hardcovers then some willing suspension of disbelief is required. If a character misses a session then perhaps they have come down with a fever and are resting and will somehow catch up the following session if they show up. Characters that don't show up can't be kept along as NPCs.
4) AL groups are from 3 to 7 players. You can't run an AL table with fewer than 3 or more than 7. However, you can split up however many players show up among however many DMs are available. Once you have been running for a while you will likely have players with characters in different tiers 1-4, 5-10, 11-16 and 17-20 which generally require separate adventures since adventures/modules are divided by tier and a level 5 can't play the same module as a level 3 though there are some hardcovers where this is possible.
The DMs can switch up the same way players do and AL DMs receive rewards that can be applied to their own characters.
5) You can freely distribute the SRD documents. (System Reference Documents)
These have the basics of the system and subset of classes/races/archetypes. It is enough to get started but you would want the Players handbook and probably Xanathar's guide to everything for players and the Dungeon masters guide and Monster manual to run it. Since it is a library, perhaps the library could buy a couple of copies?
If there is a gaming store or local place running AL you could stop in there to ask for advice. If it is just a group of folks interested in trying out D&D you could start without the extra overhead of AL and move into it later if there is interest. The main advantage of AL is that the characters can be played elsewhere but if no one is thinking of doing that then it really isn't an issue. The advantage of published AL content is that there are some balance suggestions to modify the modules depending on the strength of the party and prep time is likely reduced compared to running something you need to invent.
The downside to AL is that the current season has rules for advancement check points/treasure points/gold that are different from the traditional methods of awarding XP/gold and magic items. This means the content can be a bit less immersive but it also avoids some of the issues that previous AL seasons had with determining XP and distributing magic items.
Don't forget the basic rules are freely available online...that'll get anyone through level 6, the library could print out one per table or something. To play, the only thing you really need is a couple dice.
My bigger comments are on the library itself. Most libraries are part of the city...and most of them have connected non-profits that support the library with a bunch of gray-haired members. Even though the library is expressing interest, go to a couple of THOSE meetings and get to know the people that make the decisions. Its a worthwhile investment of your time if this is something you want to see happen. A lot of libraries attract random people who come in and say "Hey, I've got this awesome idea that you can do....how about you commit some resources for my awesome idea?" They need someone they know to champion it as their resources are limited. It's great that they said their interested, but as you can see, they need help....and they'd be foolish to just let random people come in and start doing things beyond organizing displays or pointing people in the right direction.
Getting to know the people at the library is the only sure-fire way you'll put yourself in a position to be a champion. You need to become a part of that community if you want to see a 'this really is a free event meant to build something cool'. A lot of people hear the time investment and get discouraged...but as with any community, you don't get out what you don't put in. The best idea in the world is still worthless unless you do something with it.
...and even the dice the library would probably cover (especially mine considering how much they've spent on vastly under-used STEM kits)...kids could check out a printed rule booklet and a bag of dice. Heck, the next town over even lets you check out a tackle box and fishing pole...bag-a-dice is comparative chump change if they buy into the idea.
edit: also, if you happen to work for a decent employer, look into charitable donations to non-profits (which would have to go to that connected support entity, not the library itself, since the library is part of a government entity, not a non-profit). Even a tiny check will go a LONG way to get people to listen to your ideas.
edit: I also suspect your closest gaming store might be open to the idea of donating some dice, minis, or grid boards if you entice them with passing out coupons or fliers on game nights (that'd have to be okayed by the library though).
You're in luck! My local library does exactly this. You can usually play campaigns, as I do. Groups can be broken up into kids, teens, and adults, and have them play on separate days, such as kids one week, teens the next, and adults the next. Since most people have the same amount of experience (players, not characters), there can be different DMs, or there can be a solid DM and subs, if the normal DM is absent. You will probably have to buy the source books and share them with the players.
My library is looking to do the same thing, but I've got a question. What content would a DM run for Season 9? The only things I see on DM's Guild seem to be for Tier 2 characters and all players at my library will be playing Tier 1 characters. Are there an Tier 1 options? It seems odd that a Season that encourages a new start doesn't have starting adventures . Am I just better off running one of the hardbacks I own? My issue with that is there will be a different cast of characters every week - hence the allure of the league.
I run a D&D table at my local library. Lots of good advice above, so I’ll try not to repeat it, but share what I do.
-I do “AL style” but not official AL so I had more flexibility with the rules and less “overhead” as mentioned above
-I started with Al modules (from the Storm King’s Thunder season, mostly because I needed shorter adventures). When we finished Tier 1 of that, we moved to the TOA hardcover, partially due to interest, mostly because there wasn’t another season with many 2 hour AL modules except Ravenloft, and gothic/horror is a genre I find distasteful. (Not a value judgment, just my personal taste; I have no problem with others enjoying it)
-the local Friends of the Library group has paid for most of what we needed (modules, TOA hardcover, a wipe erase board, a battle map). I provided dice, but they would have if I had asked.
-One of the challenges with hardcovers is, as you noted, dealing with the changing party makeup each week. Some ways I’ve dealt with that:
-There’s a Fey dog from one of the SKT modules named Pondi, who likes to play. The characters had befriended him. So he periodically shows up and “kidnaps” party members to play with, returning them later.
-sometimes we find reasons certain party members have left for a time.
-occasionally the party members are there but inactive.
-if we have to stop mid-battle, and a player isn’t there next time when we pick the battle back up, someone runs their character for them, with the rule that a character can’t die if their player isn’t present. They can be knocked unconscious, but they auto-stabilize.
-I keep the level spread for PCs to two levels. At the start of last session, characters were level 7 and 8. One of the level 8 characters reached level 9 by the end of the session. All the level 7 characters will level up to level 8 regardless of XP earned.
-Another campaign, I’d do milestone leveling rather than XP.
My library is looking to do the same thing, but I've got a question. What content would a DM run for Season 9? The only things I see on DM's Guild seem to be for Tier 2 characters and all players at my library will be playing Tier 1 characters. Are there an Tier 1 options? It seems odd that a Season that encourages a new start doesn't have starting adventures . Am I just better off running one of the hardbacks I own? My issue with that is there will be a different cast of characters every week - hence the allure of the league.
don't worry about season 9 when setting up a new AL group. just do CCC module content until things get ironed out and you get a core group of players, then worry about books.
This last is pretty good at finding places that might have events but it can be pretty inaccurate in details since local game store schedules change pretty frequently. The link below is for Sydney ... adjust for whatever part of Australia you are in.
Melbourne has a strong Adventurers League - look for Melbourne Dungeons and Dragons Adventurers League (MDDAL). See you IRL if we ever get out of lockdown!
AL was a nice concept, but because it was basically volunteer driven, it could not keep a standard of mechanics or rewards.
WotC has given up on trying to manage the community, and rightfully so, since it's basically impossible. DnD is the product of one mind and reactions of a small group. That's where it performs best and realizes equally. Send me an email to talk!
Rollback Post to RevisionRollBack
This shit doesn't matter. Gygax has an awesome grave in DDO. Humanity's creativity is giving up to chat GPT. WotC has hired a bunch of people who don't have the history with the game to make history matter. It'll be just another simpleton online game soon.
Discord was a huge source of help to get ours running, we now have 25 regular members 3 head dms myself runing administrations with the library, with the main draw bein my adoptive brother who played the orginals and 2nd ed runing phandelver, i focus on educating wayward plays with ravenloft and dragonlance, It has been a great joy for everyone involved
Rollback Post to RevisionRollBack
-Ess
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Just moved to a new town, and I got to talking with one of the local librarians when I signed my daughter up for school. She told me that some of the teens in the area have expressed an interest in having some D&D in the library's programs, but she and the others who work there and coordinate these things have zero knowledge on the subject.
I think it would be cool to volunteer some of my time at the library and set something up for the local kids (and adults!), anywhere from once a month to once a week, depending on how well it goes over.
That being said, I figure Adventurers League would be the best way to go about it, where the rules are well structured, and the groups have more fluidity, but I've never even played an AL session, let alone put one into place. So I have a few questions on how it exactly works.
Does it have to be "official"? Like, registered with WOTC or something?
Is it a series of one-shots, or can you run full campaigns? If so, how does that work with the fluid composition of the parties?
Is it run by a single DM, or does it split into smaller groups with multiple DMs based on the total number of players?
What material can I freely distribute to kids who may not have access or means to get the source books?
Anything else I should know or consider before I embark on this quest??
Thanks in advance for your help!
He's BONA-FIDE!
As far as I know ... here are some answers to your questions :)
1) The location doesn't need to register. However, each player and DM does register with WOTC to get a DCI number that is used on the AL character log sheets. When you play a session, it gets logged for the character you are playing on their log sheet. You record the module played, the name of the DM and their DCI number, the date and what was earned from the adventure including adventure check points/treasure points/gold from leveling up/ downtime/ renown and unlocked magic items.
If you haven't played AL before you should read the AL documentation which is free.
https://www.dmsguild.com/product/208178/DD-Adventurers-League-Players-Pack
2) Since AL is designed to be run at a wide variety of places and the players can take the characters run in AL in a venue in one city or country and then take that same character and expect to be able to sit down and play it at some other venue or convention in a different city or country ... there are some limitations on what can be run.
You basically can't use home made campaigns in AL. You can use AL modules from any season 1-8, season agnostic content (like Lost Mines of Phandelver from the starter kit) and all of the published hardcover adventures (which are basically published campaigns) as well as a large number of community created content (CCC) modules that are all AL legal. There is actually quite a bit of material to draw on. However, most of the AL play is in modules designed to last about 4 hours. I think the content catalog linked in answer 1 contains a list. Most are pretty inexpensive and can be purchased on DMsGuild.
3) You can run "campaigns" by either playing linked modules (some modules are in trilogies or more) or by running a hardcover. Most of the content must be played in tiers meaning that a tier 1 adventure accommodates any mix of level 1-4 characters (the DM adjusts things to make it fun without being either too easy or too hard).
Changing party composition is one of the reasons that the modules may be thematically linked but there is usually a break at the end which would allow for a narrative transition to account for different characters from session to session. If you are playing hardcovers then some willing suspension of disbelief is required. If a character misses a session then perhaps they have come down with a fever and are resting and will somehow catch up the following session if they show up. Characters that don't show up can't be kept along as NPCs.
4) AL groups are from 3 to 7 players. You can't run an AL table with fewer than 3 or more than 7. However, you can split up however many players show up among however many DMs are available. Once you have been running for a while you will likely have players with characters in different tiers 1-4, 5-10, 11-16 and 17-20 which generally require separate adventures since adventures/modules are divided by tier and a level 5 can't play the same module as a level 3 though there are some hardcovers where this is possible.
The DMs can switch up the same way players do and AL DMs receive rewards that can be applied to their own characters.
5) You can freely distribute the SRD documents. (System Reference Documents)
https://dnd.wizards.com/articles/features/systems-reference-document-srd
These have the basics of the system and subset of classes/races/archetypes. It is enough to get started but you would want the Players handbook and probably Xanathar's guide to everything for players and the Dungeon masters guide and Monster manual to run it. Since it is a library, perhaps the library could buy a couple of copies?
If there is a gaming store or local place running AL you could stop in there to ask for advice. If it is just a group of folks interested in trying out D&D you could start without the extra overhead of AL and move into it later if there is interest. The main advantage of AL is that the characters can be played elsewhere but if no one is thinking of doing that then it really isn't an issue. The advantage of published AL content is that there are some balance suggestions to modify the modules depending on the strength of the party and prep time is likely reduced compared to running something you need to invent.
The downside to AL is that the current season has rules for advancement check points/treasure points/gold that are different from the traditional methods of awarding XP/gold and magic items. This means the content can be a bit less immersive but it also avoids some of the issues that previous AL seasons had with determining XP and distributing magic items.
Best of luck! It should be fun :)
Don't forget the basic rules are freely available online...that'll get anyone through level 6, the library could print out one per table or something. To play, the only thing you really need is a couple dice.
My bigger comments are on the library itself. Most libraries are part of the city...and most of them have connected non-profits that support the library with a bunch of gray-haired members. Even though the library is expressing interest, go to a couple of THOSE meetings and get to know the people that make the decisions. Its a worthwhile investment of your time if this is something you want to see happen. A lot of libraries attract random people who come in and say "Hey, I've got this awesome idea that you can do....how about you commit some resources for my awesome idea?" They need someone they know to champion it as their resources are limited. It's great that they said their interested, but as you can see, they need help....and they'd be foolish to just let random people come in and start doing things beyond organizing displays or pointing people in the right direction.
Getting to know the people at the library is the only sure-fire way you'll put yourself in a position to be a champion. You need to become a part of that community if you want to see a 'this really is a free event meant to build something cool'. A lot of people hear the time investment and get discouraged...but as with any community, you don't get out what you don't put in. The best idea in the world is still worthless unless you do something with it.
...and even the dice the library would probably cover (especially mine considering how much they've spent on vastly under-used STEM kits)...kids could check out a printed rule booklet and a bag of dice. Heck, the next town over even lets you check out a tackle box and fishing pole...bag-a-dice is comparative chump change if they buy into the idea.
edit: also, if you happen to work for a decent employer, look into charitable donations to non-profits (which would have to go to that connected support entity, not the library itself, since the library is part of a government entity, not a non-profit). Even a tiny check will go a LONG way to get people to listen to your ideas.
edit: I also suspect your closest gaming store might be open to the idea of donating some dice, minis, or grid boards if you entice them with passing out coupons or fliers on game nights (that'd have to be okayed by the library though).
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks
You're in luck! My local library does exactly this. You can usually play campaigns, as I do. Groups can be broken up into kids, teens, and adults, and have them play on separate days, such as kids one week, teens the next, and adults the next. Since most people have the same amount of experience (players, not characters), there can be different DMs, or there can be a solid DM and subs, if the normal DM is absent. You will probably have to buy the source books and share them with the players.
Zargorth Dakzonar, High Elf Sorceror
My library is looking to do the same thing, but I've got a question. What content would a DM run for Season 9? The only things I see on DM's Guild seem to be for Tier 2 characters and all players at my library will be playing Tier 1 characters. Are there an Tier 1 options? It seems odd that a Season that encourages a new start doesn't have starting adventures . Am I just better off running one of the hardbacks I own? My issue with that is there will be a different cast of characters every week - hence the allure of the league.
I run a D&D table at my local library. Lots of good advice above, so I’ll try not to repeat it, but share what I do.
-I do “AL style” but not official AL so I had more flexibility with the rules and less “overhead” as mentioned above
-I started with Al modules (from the Storm King’s Thunder season, mostly because I needed shorter adventures). When we finished Tier 1 of that, we moved to the TOA hardcover, partially due to interest, mostly because there wasn’t another season with many 2 hour AL modules except Ravenloft, and gothic/horror is a genre I find distasteful. (Not a value judgment, just my personal taste; I have no problem with others enjoying it)
-the local Friends of the Library group has paid for most of what we needed (modules, TOA hardcover, a wipe erase board, a battle map). I provided dice, but they would have if I had asked.
-One of the challenges with hardcovers is, as you noted, dealing with the changing party makeup each week. Some ways I’ve dealt with that:
-There’s a Fey dog from one of the SKT modules named Pondi, who likes to play. The characters had befriended him. So he periodically shows up and “kidnaps” party members to play with, returning them later.
-sometimes we find reasons certain party members have left for a time.
-occasionally the party members are there but inactive.
-if we have to stop mid-battle, and a player isn’t there next time when we pick the battle back up, someone runs their character for them, with the rule that a character can’t die if their player isn’t present. They can be knocked unconscious, but they auto-stabilize.
-I keep the level spread for PCs to two levels. At the start of last session, characters were level 7 and 8. One of the level 8 characters reached level 9 by the end of the session. All the level 7 characters will level up to level 8 regardless of XP earned.
-Another campaign, I’d do milestone leveling rather than XP.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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don't worry about season 9 when setting up a new AL group. just do CCC module content until things get ironed out and you get a core group of players, then worry about books.
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks
i'm looking for an Al group in Australia, anyone know if there is one?
Your best bet is to look for local game stores. The following resources have some good suggestions on finding local games:
https://dndadventurersleague.org/find-a-game/
https://dnd.wizards.com/playevents/organized-play
This last is pretty good at finding places that might have events but it can be pretty inaccurate in details since local game store schedules change pretty frequently. The link below is for Sydney ... adjust for whatever part of Australia you are in.
https://locator.wizards.com/event-reservations-web/?searchType=dnd&query=Sydney NSW, Australia&distance=25&page=1&sort=date&sortDirection=asc
Thanks so much
Melbourne has a strong Adventurers League - look for Melbourne Dungeons and Dragons Adventurers League (MDDAL). See you IRL if we ever get out of lockdown!
Mike
I feel like a new, updated thread should be made for this stickied post.
Are there any online adventure leagues out there?
AL was a nice concept, but because it was basically volunteer driven, it could not keep a standard of mechanics or rewards.
WotC has given up on trying to manage the community, and rightfully so, since it's basically impossible. DnD is the product of one mind and reactions of a small group. That's where it performs best and realizes equally. Send me an email to talk!
This shit doesn't matter. Gygax has an awesome grave in DDO. Humanity's creativity is giving up to chat GPT. WotC has hired a bunch of people who don't have the history with the game to make history matter. It'll be just another simpleton online game soon.
Discord was a huge source of help to get ours running, we now have 25 regular members 3 head dms myself runing administrations with the library, with the main draw bein my adoptive brother who played the orginals and 2nd ed runing phandelver, i focus on educating wayward plays with ravenloft and dragonlance, It has been a great joy for everyone involved
-Ess