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How to Use Hard Cover Adventures in AL League Play
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<blockquote data-quote="ArwensDaughter" data-source="post: 7221034" data-attributes="member: 6804968"><p>So, as I understand it, both season 6 (TfYP) and season 7 (TOA) of AL league play depend heavily on the published (hardcover) adventures to fill out the season, in contrast to earlier seasons when the adventures were "parallel" to the hardcover adventures. I'm trying to figure out how this works. Here are (at least some) of my questions in that regard:</p><p></p><p>1) How does one split the hardcover adventures up into 2 or 4 hour sessions, allowing for different party configurations with each session?</p><p></p><p>2) Is there an equivalent to the "adjustment" sidebars in the AL modules that help DMs adjust encounters depending on the number and level of the party members?</p><p></p><p>3) Are there story awards, downtime awards, and per character XP awards as in the AL modules?</p><p></p><p>I've been running an AL style (though not official AL) game at our local library, working with season 5 (SKT) tier one modules. We are almost done with the tier 1 modules, it sounds like trying to run the tier 2 modules would create timeline issues, so I'm looking at moving to another season, but after season 5, there aren't enough AL modules on DMsGuild to last us very long. We have a max of 3 hours per session, but once you allow for gathering at the front end and takedown at the back end, it's more like 2 to 2-1/2 hours of play time per session, and while there are a number of regulars, the composition of the group does vary from week to week.</p></blockquote><p></p>
[QUOTE="ArwensDaughter, post: 7221034, member: 6804968"] So, as I understand it, both season 6 (TfYP) and season 7 (TOA) of AL league play depend heavily on the published (hardcover) adventures to fill out the season, in contrast to earlier seasons when the adventures were "parallel" to the hardcover adventures. I'm trying to figure out how this works. Here are (at least some) of my questions in that regard: 1) How does one split the hardcover adventures up into 2 or 4 hour sessions, allowing for different party configurations with each session? 2) Is there an equivalent to the "adjustment" sidebars in the AL modules that help DMs adjust encounters depending on the number and level of the party members? 3) Are there story awards, downtime awards, and per character XP awards as in the AL modules? I've been running an AL style (though not official AL) game at our local library, working with season 5 (SKT) tier one modules. We are almost done with the tier 1 modules, it sounds like trying to run the tier 2 modules would create timeline issues, so I'm looking at moving to another season, but after season 5, there aren't enough AL modules on DMsGuild to last us very long. We have a max of 3 hours per session, but once you allow for gathering at the front end and takedown at the back end, it's more like 2 to 2-1/2 hours of play time per session, and while there are a number of regulars, the composition of the group does vary from week to week. [/QUOTE]
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