Adventurer’s League: Robbin’ Graves and Takin’ Names

Y’know, I should point something out that seems kind of obvious in retrospect, but nonetheless hit me upside the head when I first realized it:

Organized Play is not supposed to be as fun as a home game.

You’re probably rolling your eyes right now. “Of COURSE it isn’t as fun! It’s modules! It’s strangers! It’s a cruel, hacked-down imitation of “Real” roleplaying!

But re-read what I just wrote. I contend that it’s not SUPPOSED to be good. See, look at it from WotC’s perspective. What’s more profitable, a bunch of people running and playing in free modules based on free rules forever and ever and ever, or people playing the free modules, getting sick of ’em, going out and buying all the books, and running their own damn game?

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First Rule of Adventurer’s League Is…

Don’t talk about Adventurer’s League. Apparently. I’m being harsh. Everyone know’s it’s Wednesday Nights, which is at least good branding, if nothing else. Also, it being a bigger deal than I thought it was is probably… good?

Let me start from the top. I recently had a Dungeons & Dragons 5E game I was playing in go on hiatus, and with no other gaming in site, I decided to check out 5E’s organized play option, “Adventurer’s League.” My original plan had been to DM at a local hobbyist store, but the organizer never got in touch with me so… I did the somewhat shitty thing and decided to go and play at another FLGS. Hey, if it comes around to it, I can always go back to Plan A.

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