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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: 7233440" data-attributes="member: 6804968"><p>I thought I'd follow up for those who might be in a similar boat.</p><p></p><p>Thanks to being in a campaign on D&D Beyond where the DM turned on content sharing and she (or someone) has TOA, I've been able to read through parts of it. Having done so, I'm feeling more confident about being able to run it at our table, without too much extra work. Since they will be starting at level 5 (barring a TPK at the end of Siege of Parnast), I think I won't have to ratchet encounters down, at least not at first. Adding difficulty is (for me) a lot easier than reducing it.</p><p></p><p>I can also see how creating the kind of guiding document I wanted would be pretty difficult with TOA. It is VERY sandboxy. I'm excited about that, but it is quite a contrast from the separate AL modules which tend to be (by necessity) pretty railroady. </p><p></p><p>Once they are in the jungle, it will actually be easier to add characters to the party than explain the absence of a "regular." I'm thinking I'll make a list of those players who want someone else to run their character on weeks they are gone, and those that don't. Maybe the ones who don't will get trapped in a fey crossing or the like. (They have some experience with that from the SKT AL mods.</p><p></p><p>If we end up with a TPK, I may use Return of the Lizard King to start them off, then segueing into TOA. It looks like a better option than the AL starter for Tier 1 characters, and since I don't run an official AL table, I have that flexibility.</p></blockquote><p></p>
[QUOTE="ArwensDaughter, post: 7233440, member: 6804968"] I thought I'd follow up for those who might be in a similar boat. Thanks to being in a campaign on D&D Beyond where the DM turned on content sharing and she (or someone) has TOA, I've been able to read through parts of it. Having done so, I'm feeling more confident about being able to run it at our table, without too much extra work. Since they will be starting at level 5 (barring a TPK at the end of Siege of Parnast), I think I won't have to ratchet encounters down, at least not at first. Adding difficulty is (for me) a lot easier than reducing it. I can also see how creating the kind of guiding document I wanted would be pretty difficult with TOA. It is VERY sandboxy. I'm excited about that, but it is quite a contrast from the separate AL modules which tend to be (by necessity) pretty railroady. Once they are in the jungle, it will actually be easier to add characters to the party than explain the absence of a "regular." I'm thinking I'll make a list of those players who want someone else to run their character on weeks they are gone, and those that don't. Maybe the ones who don't will get trapped in a fey crossing or the like. (They have some experience with that from the SKT AL mods. If we end up with a TPK, I may use Return of the Lizard King to start them off, then segueing into TOA. It looks like a better option than the AL starter for Tier 1 characters, and since I don't run an official AL table, I have that flexibility. [/QUOTE]
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