Good morning to everyone. I would like to know how I can create an official Adventure League game in Spain. I have read all the Adventure League rules, but I don't know how I can register my players to run an Adventure League campaign. Could you help me? Thank you very much.
You don't need to register your players or yourself. Adventurers League is less regulated than it was a few years ago. You CAN register with Wizards of the Coast, obtain a DCI number and use that when DMing or playing so that you can add this information to your character log. This means that it becomes possible to look up the DM who ran a game listed on your log sheet.
However, this is not required for AL play. AL works on the honour system. It is possible to cheat if someone really wants to but to be honest there is little point in doing that. So if you want to run AL at home or at a local game shop you can go ahead and do it.
1) Play AL legal adventures - these are listed in the Content Catalogue which is periodically updated. It includes the hardcover adventures from WotC, the AL modules from each season as well as a large number of convention created content (CCC) modules or Guild Adept modules created by folks authorized by WotC. Most of these can be found on DMsGuild. There is a lot of flexibility in how a DM chooses to run the content. They can modify some of it to make content more fun and challenging for players but they can't make up their own content for AL.
2) Run the game using Rules As Written with the DM adjudicating anything that isn't clear. The DM does not have to use Sage Advice or any other source for their decisions. However, the DM can not add rules, use alternate rules or otherwise modify how the game works. The DM can't add things like critical fails, fancy results on critical hits, their own rules for falling damage. They can't decide to exclude races/classes/spells or abilities that they consider overpowered. However character creation is limited to specified sources, the PHB+1 rule, and other limitations so it typically isn't much of an issue.
3) Have the characters log the sessions and follow the AL rules for gold, magic item and level up awards.
That basically covers it. You can play AL games at home, in stores, at a local cafe, at conventions or wherever you like. Follow the rules and log the characters and the players should be able to take their characters which are AL legal and play them at AL tables anywhere.
Good morning to everyone. I would like to know how I can create an official Adventure League game in Spain. I have read all the Adventure League rules, but I don't know how I can register my players to run an Adventure League campaign. Could you help me? Thank you very much.
You don't need to register your players or yourself. Adventurers League is less regulated than it was a few years ago. You CAN register with Wizards of the Coast, obtain a DCI number and use that when DMing or playing so that you can add this information to your character log. This means that it becomes possible to look up the DM who ran a game listed on your log sheet.
However, this is not required for AL play. AL works on the honour system. It is possible to cheat if someone really wants to but to be honest there is little point in doing that. So if you want to run AL at home or at a local game shop you can go ahead and do it.
1) Play AL legal adventures - these are listed in the Content Catalogue which is periodically updated. It includes the hardcover adventures from WotC, the AL modules from each season as well as a large number of convention created content (CCC) modules or Guild Adept modules created by folks authorized by WotC. Most of these can be found on DMsGuild. There is a lot of flexibility in how a DM chooses to run the content. They can modify some of it to make content more fun and challenging for players but they can't make up their own content for AL.
2) Run the game using Rules As Written with the DM adjudicating anything that isn't clear. The DM does not have to use Sage Advice or any other source for their decisions. However, the DM can not add rules, use alternate rules or otherwise modify how the game works. The DM can't add things like critical fails, fancy results on critical hits, their own rules for falling damage. They can't decide to exclude races/classes/spells or abilities that they consider overpowered. However character creation is limited to specified sources, the PHB+1 rule, and other limitations so it typically isn't much of an issue.
3) Have the characters log the sessions and follow the AL rules for gold, magic item and level up awards.
That basically covers it. You can play AL games at home, in stores, at a local cafe, at conventions or wherever you like. Follow the rules and log the characters and the players should be able to take their characters which are AL legal and play them at AL tables anywhere.
Thank you very much for the clarification David 42.
I believed that Wizards of the coast recorded players' games.