Before I go any farther, I should make something clear: I hate organized play programs.
Always have. Always will. An organized play program is nothing more than a cheesy marketing scheme disguised as good will. So when they announced the AL, my expectations of them were pretty abysmal. Nevertheless, as a reaction to the lack of community in my local area, I decided to look into it, just to see if it would surprise me. It did.
In fact, I was so impressed that I almost immediately joined in as a player and had a blast in the first season. At the time, I saw some problems with the program, but I figured that would get ironed out in the following seasons. I was wrong. Those minor problems were the first cracks of a deeper issue that continues to grow.
I'm going to talk about this in detail, season by season, covering how the rules and community have grown and changed over time since I started playing, to when I stopped, through to today.
Season 1:
So I went in to this expecting a new living campaign. It made sense: D&D Next had been designed through social media and big data. The technology now existed to make a living campaign actually work! I was almost excited to see it happen for real for the first time. Guess that will have to be up to someone else to experiment with. (Note to self: write article on how to build your own living campaign.)
Around this same time, while all of the corebooks and first adventures were being announced, someone leaked the production schedule to EN World. I thought it was a load of baloney because it sounded frankly stupid. "Alice's Adventure in Wonderland themed Underdark campaign?? Romeo and Juliet but with giants?! This is too lame to be true!" Again, I was wrong. The prediction was bang on the money and laid out the next several years of D&D adventure seasons. The warning signs were there.
But then it was announced. I was curious to see exactly how this was being organized, so I did exactly what had to be done: I hacked into the AL DM resource page and downloaded all the material without a lick of regard for the integrity of their program. What I read made my jaw drop.
Now, I've gushed about this in articles before, but this time I'm going into a touch more detail.
The downtime activities section of the 5e PHB is very poorly written. It fails to justify how days are counted in a rest-based system which (at the time) did not require sleep or days to coincide with rests. It failed to explain how downtime was distinguished from uptime. It failed to justify how to prevent players from starting a downtime day and having adventures anyways. It's kind of a mess. (Also, 365 game days to learn a new skill proficiency is obscene. The character will reach level 20, retire, raise a family, and die as a god before the year is up.)
But the Adventurers League staff? They read that shit cake and saw potential for greatness.
See, one of the problems with organized play is that it struggles with continuity. People come and go, the group is ever-changing. People take the same character across multiple tables, sometimes replaying the same adventures. It all makes the game feel very disjointed and asynchronous. The AL boys found a solution: downtime.
They invented the idea of using downtime days as an abstract currency that is awarded to players like xp or gp. Players were allowed to spend accumulated downtime days at the start or end of an adventure to represent what their character has been up to in the meantime. Did someone miss a week? That's ok, he was busy with a downtime activity, that's why he didn't join in the last adventure!
Downtime days cost currency to spend however, based on the lifestyle your character chose to live. As a consequence, downtime was nearly net-zero; it was a currency which allowed a means of exchange rather than an additional source of power acquisition. The downtime activities were so minimal in their effects, it was pretty hard to say any given one was game changing or game breaking, even if your character lived as a wretch.
This idea is brilliant. It achieves the following effects.
- Players can engage in non-adventure activity without missing out on adventure, holding the group back, or wasting precious real time.
- It justifies player absences and group volatility.
- It provides a narrative for a character's activities regardless whose table they're at week to week.
- It gives players something to spend their gold on, however minor.
- It gives players things in the game world to care about.
- It makes sense of, and makes practical application of, the downtime rules in the PHB, making the game as a whole feel more complete and functional.
As far as I'm concerned, currency based downtime IS the way downtime is handled. In my opinion, it is one of the smartest innovations in RPG design since the core mechanic. I don't first-person play out downtime with players at all any more. Why would anyone?
They also improved the concept of lifestyle by distinguishing between the lifestyle you maintain by expense, and the lifestyle you are living at. They set up starting lifestyle levels for characters based on background, then added a rule that allows you to change your actual lifestyle by sustaining a different one for a given number of downtime days. This makes it possible for adventures to call a reference to a character's actual lifestyle level to alter the way characters react to individual PCs. In theory, this should give benefits to characters who sustain lifestyles over a certain level. In practice, the adventure designers never got the memo. In order for something like that to work, it must be a standard element of almost every adventure in the program.
Along with making a usable downtime mechanic, they also introduced 2 new downtime activities, one for hiring people to cast spells for you, and one for gaining a level at specified intervals just in case you're behind a tier when everyone's about to advance to the next plateau. Both are great ideas. I incorporated both into my home games.
This is also where they introduced the idea of mechanically structured factions with rules for managing progression through ranks and explanation of benefits from gaining rank. I'll be honest, it's nothing special. When I read this section, I was kind of like "Meh. Hufflepuff or gryffindor. Whatever."
The things that stood out to me about the factions were the benefits. At rank 3 you were to gain access to new faction-specific downtime activities. What would these activities be? It's a surprise! They'd be different for each season, and none were released yet. I got a little hyped to see what the next seasons would hold. Additionally, at ranks 2 and 4 there was a mechanic about mentoring lower level characters. How does it work? What are the benefits? It's a secret! Gotta play to find out! I became further hyped. Finally, a 5th rank character became a leader in their faction, again with secret benefits, and again further hype because damn that just sounds cool!
I was impressed, so I decided to take a look at the adventures... and they looked pretty great! I actually wanted to give this a shot!
It was hard to get started in 2014. Red Deer did not have much for public tables. Most people were still clinging to 3.5e and Pathfinder. Some of them didn't even know D&D next had happened or that a new edition had been released. Nobody cared to become an AL DM; most people hadn't even heard of the AL yet. The people I talked to about it weren't interested in letting me run a table myself in their venues. So I set it up in my home. And I got my players from online, because nobody responded to my ads. Actually, as far as I know, there hasn't been an official table in Red Deer since I stopped playing. I convinced people to take turns as DM so we all got to play. It wasn't exactly what the AL prescribed as official. In fact, I didn't follow their ridiculous hours or play duration limits either. We played when we could for as long as we needed.
And it rocked.
Even with the anal-retentive chargen rules.
Season 2:
When PotA was released, it was marketed with a free companion PDF which contained several new races. One of them was the aarakocra. I was excited. Lots of people were. There has always been a movement of gamers who supported flying PCs, and we were looking forward to an example of a balanced flying race.
The first thing the AL did was publish a memo banning just the aarakocra from play. And I don't blame them! 50ft at level 1 is too dang fast no matter what mode of movement it is! The aarakocra is a broken mess, and a good example of WotC setting themselves up to fail. Now the anti-flight jerks have a single high-profile example to point out as evidence. Great. Way to go.
But here's the thing: as broken as the aarakocra can be, it feels like the adventures in this season were ready to deal with it. I played an aarakocra monk through all of this season (my group at the time had bigger balls than the AL staff) and I honestly found lots of significant challenges! I'm not really sure why it was banned, because none of the adventures I played seemed to suffer due to it.
That said, this season fell flat for me.
Look, I'm a grognard, so classic dungeons that defined the history of D&D hold a special place in my heart. The elemental cults though? Not so much! In fact, the very idea of fundamental elemental forces being alignment-polarized is kind of silly to me. So is the idea of intelligent people being elementally aligned.
Still, it wasn't terrible. There were real threats and challenges to be overcome and I had some fun. I just couldn't get into the mood of it.
Also, the factions pulled through: new downtime activities unique to each faction available to players of a certain rank. And even better, they're pretty cool downtime activities, too! I was very happy. New content to absorb into my own games is always desirable.
Season 3:
I get that people are pretty big fans of the Forgotten Realms setting and everything related to Driz'zt. But I think the underdark is completely boring. I don't see it as mysterious, dangerous, or exciting. I see it as a cold and drab version of Journey to the Center of the Earth. I'm also not a fan of The Forgotten Realms, I think it is a generic kitchen-sink fantasy of overwhelming blandness. And finally, I don't like Driz'zt either, he is a textbook pretentious edge lord.
The demon princes walking the material plane, in my opinion, should be a near-apocalyptic event. This season completely failed to give any meaningful weight to their presence. It makes the demon princes seem disappointingly weak.
Worse than the demons though was the setting location. Hillsfar is the single worst place for a group of adventurers. Diversity and magic are banned, and the players are guaranteed to get into endless trouble. It is pure frustration and COMPLETELY UNNECESSARY. Hillsfar is just a shitty place to play, and my honest-to-goodness reaction to roleplaying in this city was a burning desire to become an arsonist and blow the whole shit hole sky-high. I wasn't allowed to do that of course, and I wouldn't let anyone else do it either. (The season would kind of be over if we did that.) Hillsfar is irredeemably unpleasant.
At this point I was becoming dissatisfied. Two seasons in a row dealing with stuff I just am not interested in. I was getting kind of ambivalent toward the AL, especially since keeping a table going was next to impossible sometimes. Some weeks went by without any players. I'm pretty sure people could tell I wasn't really into it any more. Not even the new faction activities could cheer me up about it.
One cool thing is that this season finally revealed what happens when you play a character from a different story origin: aside from allowing past session chargen rules to play forward, it changes the downtime activities you have access to at rank 3. That means all the downtime activities for past seasons can be brought forward into new seasons! Cool! The only problem? In a half-sentence buried in the text, they restrict previous season downtime activities to only function in the local area of that season. If you take a character into a future season, you lose all access to this stuff unless your DM let's you travel back to your season-home. For no reason. Lame. It basically means these are something you have to work to get, but only get to use for a limited time. Needless to say, I ignored the restriction.
Another nifty addition was the madness rules. Like downtime in the PHB, the rules regarding madness in the DMG were kind of an incomplete mass of vagary. The AL staff pulled another magic trick and implemented a system allowing players to accumulate madness from exposure to the horrors of the adventures ahead. It works really well and gives an (almost) lovecraftian element to this season. Honestly, I absorbed this into my own games as well, along with the madness-related downtime activities.
One minor tweak that caught my eye: First tier characters can be rebuilt at any time, and they changed it slightly. In the first two seasons, rebuilding only replaced character options, not gear, so you wouldn't get starting gear to match your new build if you, say, changed your class. That... didn't work too swell. In this season, they fixed it so starting gear is also changed by rebuilding. Still no guide on how to actually go about doing a rebuild, but I guess asking for complete rules on basic character management is too much to ask.
Something very revealing also happened during this season: the AL staff had to put out an amendment after the SCAG was released to allow players to use options from it. Again, they banned the flying race, and again doing so seems to have been rather unnecessary. What this shows though, is that the AL staff were not privy to the information in that book when they wrote the player guide for this season. The one hand didn't know what the other was doing. This would not be an isolated incident. Reactionary planning and rules changes like this become more common from here on out.
Season 4:
Three strikes and you're out! I have absolutely no interest in Innistrad or its vampiric overlord! In fact, the whole idea of a "horror" setting for D&D is just so ridiculous, it's pretty much a joke. The PCs are empowered superheroes! That's like putting Superman in a haunted house and expecting the audience to feel scared for him! The whole setting is just completely hokey, mired in an extremely anachronistic idea of the "spooky". Ravenloft is essentially The Hilarious House of Frightenstein, but with dice. There's a reason it's the only campaign setting I excluded from my unified cosmology for my home campaign setting.
This season's play documentation saw a significant change. The sections directed at the DM were separated out into a different document, making a player guide and a DM guide. Mostly this just makes it harder to navigate the play information, especially since they decided to move the faction downtime activities to the DM book, rather than the player book for the people who will be using them. Not that it really mattered, because...
(Drumroll please)
No faction downtime activities! Yay! I get that they were trying to give the impression that the players have been sucked into another dimension where their factions don't exist in a capacity to supply any support, but it's really a disappointment. This is one example of a trend I call season purging, which begins this season. Systematically, seasons released from this point forward make an effort to exclude, ignore, or eliminate content that has been generated by previous seasons. Another example is the reduction of certain storyline magic items from previous seasons to consumables. Instead of creating a non-adventure-specific way of recharging these items, they opted to eliminate them from play.
Let's talk about Jenny Greenteeth though! Jenny is a frankly awesome character from season one, who they randomly decided to bring back- IN STYLE. Here, she is presented as the only viable source of spellcasting services, introducing an interesting new potential mechanic: it may be possible to make multiple service providers have different costs, spell availability, or rules! A city might have 2 or 3 different styles of service providers! The potential is mind boggling! Sadly, this potential is never realized. One cool feature though is the idea of a service costing downtime days exclusively to represent the service draining energy from your soul directly. Very cool.
The cosmetic alterations to spells are bloody cool. I absorbed all of them into spells cast in the shadowfell for my home games. I also made an inverted version of it for spells cast in the feywild.
They introduced a new method of resurrection for Barovia where you can be brought back for free by the dark powers. There are 2 consequences. The first is a curse called a dark gift. The second is a story award that causes cats to hiss and milk to sour. The dark gifts are cool. They're all double edged swords that give you unique powers and detriments. You can remove the gift-curses with remove curse, but the story award remains. I stole this and expanded it. I applied the rules to resurrections happening in the shadowfell.
One weird rules tweak was to Faction Charity. The original version was a safety net for tier-1 characters in a party with all tier-1 characters who can't cast or afford resurrection. It stated that a tier-1 character who dies and has faction membership can be revived during downtime at the cost of all rewards from their last adventure. Simple. The new version is... weird. Firstly, it's weird because nobody can contact their faction in this season anyways. But more importantly, it's weird because it says a character revived in this way can continue to adventure and gain rewards from that adventure... so somehow this is supposed to happen during an adventure?? How does a downtime mechanic activate during uptime?? It's... rather spectacularly badly written.
This is the first season to introduce an advancement limitation. Apparently, if a character plays certain "opening adventures" they become locked to the adventures in Barovia. There is no guide on what to do if a player brings a higher level character from faerun into a running campaign starting on any other session or adventure. It basically just means that you shouldn't run those 3 adventures, or you should skip the session a DM says they're going to run those adventures in. What I'm saying is that it's poorly worded. There is also no guidance on how to unlock a character if they get this restriction. Like the anti-inclusivity of Hillsfar, this seems fundamentally opposed to the principals of public play.
Likewise, the play guides harp on the idea that the adventures in this season need to be played in-order, and that characters should start with the introductory adventure. That DOES NOT WORK in public play! Like I said in the first season, people come and go constantly! Nobody is consistent or reliable! At a public play table, you will never have the same people at the table more than twice in a row. What this is basically saying, is that this season is a dick to everyone but hardcore players who show up every single week. It's also a dick to anyone who doesn't want to start a new character for the season and is over tier 1. And anyone else is fucked if they missed the opening session! In order for this to work, you need to have at least 1 extra DM on hand just to run the intro adventures for people who weren't around for the first one! For fuck's sake, I couldn't even find a God damned venue, let alone players or, heaven forbid, another dedicated DM!!
Look. I know you guys wanted to make this a campaign, but I have some bad news: to be inclusive and flexible enough for public play, the campaign has to exist exclusively on the player's side and be the cumulative product if their play experiences. You can't make restrictions like this or you will isolate and exclude players who play irregularly.
Back on the subject of factions, this season makes it impossible for players to use their faction downtime activities, gain renown, go on secret missions, etc. This is kind of a violation of all the hype they built into the factions starting back in season 1! It comes across as a stalling tactic to try and slow people from reaching rank 4. My guess is that they still didn't know what the mentorship program was supposed to look like. Very probably, the person who came up with that idea was no longer involved in AL management, as it seems like the admin were kind of flying by the seats of their pants at this point.
Another victim of season purging is madness. Even though this season's theme is PERFECT for the madness rules from RoD, they don't use those rules, including them in the player guide only as a record for characters who advanced from that season. Instead of adding resurrection to the list of circumstances which raise your madness level, they made an exclusive rule just for Barovian madness. Stupid, inefficient, and oddly a lot of extra work for no real gain.
The encounters program was scrapped, so the only thing that made my games even halfway valid as Adventurers League events was invalidated. Fuck that, I ran the games anyways. I had already lost any degree of tolerance for their BS. Encounters were AL legal adventures which lead into the hard back adventures as AL legal content. They replaced this with launch events- long run games run exclusively by hobby retailers. The veil was dropped. This is about selling books in stores. To hell with your penniless home games. This is, and always has been, a cheesy marketing scheme. They just got lucky with some good ideas in the first season.
Along with Encounters, they also scrapped Expeditions. These were standard adventures exclusively available to AL DMs. They instead replaced it with Premier Play. I bet you can guess from the name what the difference is: PREMIER PLAY COSTS MONEY. The DM has to pay out-of-pocket to download these adventures from the (newly established) DMs Guild. Again, the veil was dropped. This is about promoting people to spend money on their service.
This is not a game any more. This is money. This is why people should not try to make a living off of art or entertainment.
Finally, they dropped the epics program from AL. I hear they still run epic-style events, they just aren't AL related. I never was able to participate in any of these events, so I can't say if this was good or bad. I guess I'm just disappointed that I never got to join in on one.
Because the adventure formats had been changed, the DM rewards section had to be updated. This was also necessary because the new hardcover adventures were also beginning to take on new formats that didn't match the old scoring system. This is continued evidence that the AL team is not coordinated with the WotC product development team.
As if all of that wasn't enough cheese, they decided to go whole-hog about the skeezy used car salesman theme. They introduced a new activity called DM Quests. The idea is that DMs get extra rewards for being really great DMs. Sounds great right? The problem is that all of the actual quests are just ways of getting DMs to advertise the product for free. It's an incredibly lame attempt at manufacturing artificial buy-in. My immediate response was "fuck off".
I didn't finish this season. I wasn't interested any more. All the potential they had built into the first couple of seasons was being squandered. The organization was sloppy at best, absent at worst. Running a table was nearly impossible in my area. I was done with it.
Season 5:
Just because I stopped playing didn't mean I stopped watching. I decided to keep my eye on things for a little bit at least, just in case they did something to lure me back in, to regain my interest after 2 years of disappointment. I paid attention to the new season play content and read the adventures even though my home games had stopped.
This season's play documentation experienced yet another major format change. In fact, it had been completely reformatted and almost completely rewritten! The most noticeable change: the new format is fucking ugly. Some content is weirdly disorganized. Great.
In the required materials section, they finally specified that a DCI number is entirely optional. I had already figured this out when I had to call some guy in Calgary to figure out how to get my number. If you aren't running in a store, it doesn't matter. So I never got a number and neither did any of my players. They also finally included a guide on how to get a DCI number other than by talking to your coordinator. It would have been nice to include this info in the document TWO AND A HALF FUCKING YEARS AGO. Then again, the WotC website was a barely functional broken mess in 2014, so it probably wouldn't have helped much anyways.
This season also introduces a prototypical version of the Core+1 rule, limiting players to the PHB and 1 other approved source. Interestingly, the character options from adventures and AL supplements from previous seasons were purged. I like the core+1 rule, as I said in my article about precedent. It's a highly pragmatic rule to implement.
They purged the rules about starting lifestyle based on background.
New characters for this season cannot purchase equipment from starting wealth, they must take the starting package.
All of the PHB downtime activities are valid. Catching up has been expanded with one more plateau for the transition to tier 4.
The restrictions on magic item trading were massively loosened, and trading a magic item can now be done as a downtime activity.
Spellcasting services are expanded with resurrection and true resurrection.
Faction charity returns to it's original (more logical) form as a a safety net. For some reason they redundantly restate the side effect of the resurrection spell now. I guess it's a reminder?
Between the two documents, all of the text has been vastly improved. Rules are clarified and bad writing is fixed. Still disorganized and arbitrarily split between 2 books, but an improvement is an improvement.
And here's the biggest purge yet: no faction downtime activities. It says that if a season has them, they are available in the DM pack. It is blank. In Barovia this was justified by the characters being trapped on a demiplane and cut off from their factions. Here, there is no reason. They just decided not to bring it back at all. Disappointment. The only reason I continued to keep my eye on this was to borrow more content from them for my own games.
It is now no longer valid to create a character using a previous season origin in a later season. All of that content, along with the madness rules, has been purged.
Other than that, nothing really new. No cool new rules. No cool new content. The whole thing has been stripped down to a skeleton, really.
I didn't play any of this, so I don't have much to say about it. A whole adventure season about giant politics just seems utterly silly to me.
Around this time my wife became very ill. I dropped my role as a D&D Wiki admin and put a hold on my hobbies. I stopped keeping track of AL. Life was serious.
Season 6:
Holy shit it's 2018!!! My wife is better and my job is stable again! Let's take a look at what I've missed out on!
Formatting cleaned up slightly. I really wish they'd merge these back into one book.
Holy kablooey, they made copying spells into a DT! Now wizards can trade spells in the AL! (I mean, the way the rules are written, they kind of always could, but now they can do it between adventures too) It ends with a weird comment about how copying spells has a chance of failure, but that isn't true in the PHB, and they give no rule by which such an action could fail. Weird.
Faction DTs are really gone for good it seems. Shame.
As for the subject matter, I'm sad I couldn't participate. Why couldn't THIS have been season 2?! Tales from the Yawning Portal is a wicked book full of modernized classics, and the adventures for this season look fun as shit. I might just buy some and run them as home games just for the fun of it. (Still pissed that they dropped the free-to-run model.)
Next season.
Season 7: Tomb of Annihilation
Ah, another season dedicated to a return to the classics! And again I missed out! Why did they wait until my life blew up to start doing cool stuff?
As for the season documentation, there's nothing really to say. No new rules. No new content. Just a few formatting a word fixes. Expanded +1 list. Etc.
There are separate documents covering the rules for the death curse, and that stuff is kinda cool, but also really adventure specific. I don't see any real personal use I can make of it in my own games.
Season 8:
OK, so the new season is coming out in... 6 days, as of this writing. I am hyped. The last 2 hardbacks were absolute hot-rods, as far as gaming goes. Dragon Heist looks like it's a whole new kind of awesome. I have mine preordered and I'm ready to rock. I kind of want to start an AL table again. There's just 2 problems.
1. The play programs don't include the hardbacks outside of store exclusive introduction events, and I'm not keen on spending change on small adventures. It's like they've added microtransactions to D&D!
2. They're changing the rules. Big time. As of this writing, the official rules aren't out yet, but things don't look good. To summarize, as I'm sure my readers are fully aware at this point, they're replacing adventure rewards with points that can be spent in abstract to obtain treasure types unlocked by play between adventures. The points earned are based on play duration within the recommended play times. It's a participation trophy with built-in artificial buy-in.
Frankly, it's too much bullshit for me to care to try it again. I'm just going to run my own home game, incorporating the elements of the old AL that I thought were cool, and taking advantage of the potential they squandered.
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