Tuesday, December 3, 2019

You Are Empowered: Mastering Dungeons & Dragons Adventurers League

A little over a year ago I decided to get back into RPGs. I quickly gravitated to the role of Dungeon Master for D&D's Adventurer's League (AL) and I've kept that up running games once or twice a week in local stores.

In that time, I've refined my system for running games. I thought I would share my advice for getting the most out of your games in D&D's Adventures League.


You are Empowered


Adventurer's League is Dungeons & Dragons. The role of the Dungeon Master is not fundamentally changed in AL. There are restrictions on what character players can bring to the table. The rewards the players can walk away with are limited by the adventure and AL rules. Within the adventure, you are the DM. You have all the powers and responsibilities that come with the role.

Your first responsibility is to the story. Everyone is there to have fun. Everyone should be there for an adventure. You have the power, but also the obligation, to challenge the players. You have a sacred mandate to make them sweat. Work with the players to shape the best story that you can. In pursuit of that goal you can (you should!) improvise, surprise them, and reward creativity. You have the power to interpret any situation and adjudicate the rules however you see fit. Use this power wisely. Use it to enhance the story.

 There is plenty of on-line advice on dos and don't. Like all advice (including this post) it's up to you to decide what guidance to follow and which you will not. Find a style that works for you. Your guiding principals are the pursuit of adventure and fun.  

The Adventure is the Script. You are the Director.


I enjoy the creative aspect of DMing. Initially, I was worried about being restricted to stories written by other people instead of coming up with my own. Now I really embrace it. There are a ton of wonderful, creative, adventures available. Running them doesn't limit my creativity. It unleashes it.

I think of each session I'll be running as a movie I'll be directing. I treat the adventure as a (rather rough) script. I want to respect and take advantage of the creativity, talent, and inspiration of the author. But, like any good director, I also want to make my mark on it. I want to use these ingredients to tell the best story that I can.

Generally, I know what adventures I'll be running several weeks in advance. I download, print them out, and read them long before I intend to run them. I'm running an adventure or two each week. So, I usually have several adventures lying around, in my queue, at any given time.

I read over the adventure. Then I let it marinate for a while. I think about them at work, when I'm in the car, washing dishes, going about my day. What's special and unique about this adventure? What genre is it? What's the story? Who are the antagonists and what do they want? Who are the NPCs and what are they like? What are our action scenes? What's the best pacing for this story? How challenging will it be? 

What I want to do is figure out what is cool and interesting and unique about this particular adventure. Then I want to lean into that - figure out how show that, use it and enhance it. 

I also consider things that the adventure, as written, maybe doesn't do so well. How well does it tell it's own story? How well defined and interesting are the NPCs? Can I make them more interesting? What does it do to surprise the players? 

I think about how I can bring out the greatness of each adventure. I think about what I can do to address the weaknesses of the adventure. I incorporate those ideas into my adventure planning.


Prep Doesn't Have to Be Work


Most of my adventure "prep" time is really in the noodling, daydreaming, and thinking through the adventure. It's not work. It's the opposite. It's fun. 

Over the days and weeks, I'll go back and skim the adventure a few times and maybe do a close re-read of a few sections. Within a few days of my "run date", I'll have mapped out in my head how I want things to go. I'll have a handle on the characters, scenes, and action sequences and how I intend to run them. 

At that point, I'll prepare my notes. I prepare a single piece of paper, in two columns. I write down names or characters and locations. I'll do quick reminder of each scene. For fights, I'll note the types and number of each adversary. For traps, I'll note the saves and damage. Typically, I can fit everything I'll need to remember on a single piece of paper. 

If the adventure involves fighting spell-casters (and most of them do), I'll have given thought to which spells are likely to be cast. I'll look up those spells and paste the description into my notes. I'll also separate out the stat blocks for the adversaries from the rest of the adventure, and put those with my notes as well.

With that packet - notes, spells, monsters - I tend to have everything I need. I'll have the adventure print-out if I need it. But generally, I won't be spending much time looking at it. I've got my plan. I've got my notes. When the unexpected happens, I can look it up, or make it up. 

For the final steps, I'll grab the maps and minis I'll need from my collection and set those aside. I have a reasonable collection of both, but they are something of an afterthought. I can comfortably make do as needed.

Maps, minis, notes, plan. I'm ready to run.