As I wrote last week’s post about players who gamed the Dungeons & Dragons Adventurers League rules, I feared misleading folks. Years before I started participating in organized play, players told me stories about the Living City and Living Greyhawk campaigns. Sometimes they boasted of their character’s unbeatable combination of magic items and the ingenious ways they won their gear; sometimes they complained about another player’s overpowered cheese and the metagame exploited to collect it. Either way, I drew the same lesson: Don’t join the campaign, because the play style won’t suit you.
I drew the wrong conclusion. If I had only played, I would have had fun.
I have played and run 100s of Dungeons & Dragons organized play sessions in third though fifth edition and even in the Alternity Living Verge campaign. Gamers seldom talk about all the game sessions where a bunch of strangers sat at a table and enjoyed a few hours playing D&D, but those sessions come almost every time we play. No, we talk about the unusual: The rare games spoiled by an annoying player. The characters that stretch the rules to the breaking point.
The new Adventurers League campaign rules aim to reward more styles of play, to give characters a better selection of magic, to level power between characters, and to free players from bookkeeping. The Adventurers League is already fun and welcoming. If successful, the changes will make the league a bit more of both.
Despite all the ways gamers play the campaign rules to win, I have never seen this metagame spoil my fun as a player or DM.
In all those organized play games I have joined, another character has only interfered with my fun two times.
As a DM for the fourth-edition Living Forgotten Realms campaign, one player brought an optimized, high-level defender. In this edition, defenders filled their role too well. This character featured maximized defenses that no level-appropriate monsters could hit on less than a natural 20. With an action, he could mark every foe on the map. His mark imposed such severe penalties that the monsters could only target him. So for hours of play, the monsters could only paddle uselessly at the defender while serving as bags of hit points for target practice.
If his play style could talk, it would say, “I won D&D for you. You’re welcome.”
For me as DM, none of those combats offered enjoyment, but I can also draw fun from players having fun. Did they enjoy being an audience for one player’s 4-hour character demonstration? I couldn’t tell. Maybe they enjoyed target practice.
Fifth edition no longer enables characters who can lock down every foe. I still see characters with armor classes or hit point totals that say, “no one can hurt me.” If a player enjoys a sense of invulnerability, they can get sell out for it. But still, every fifth-edition character suffers some weak saves. And no defender can shield every ally.
The second bad game came years later, when I played a fifth-edition convention session. One wizard brought a simulacrum, a duplicate able to act as a second wizard. The double meant that one player effectively took the turns and actions of two characters. Normally, such a character makes a minor nuisance. This time, the monsters proved badly overmatched. Meanwhile, my plodding cleric kept rolling low initiatives. Through every combat in the adventure, my character never contributed. The wizard and simulacrum blasted, and then the battle would end before I reached my first turn. Obviously, the DM could have dialed up the difficulty, but the wizard’s player drew my ire. Every fight, he played two turns for my none.
“I won D&D for you. You’re welcome.”
DM Tom Christy has run over 300 Adventurers League sessions, more than half for strangers on the Internet. “I ask that players avoid bringing extra, action-consuming creatures.” This helps grant each player equal time to act in combat. The request extends to simulacrums, golems, shield guardians, and charmed creatures, but not to class-feature-specific sidekicks like familiars, animal companions, and mounts. By league rules, the request is purely voluntary. “So far, all players have been understanding of that and happily agreed.” The new adventurers league rules bar shield guardians and slaad control gems, but such restrictions need to go further.
I wish I had more stories of other people’s characters ruining my fun, because a post filled with such tales would draw readers. After years of Adventurer’s League, I just have two accounts. Mostly in Adventurers League new and experienced players, strangers and friends, optimizers and storytellers just join at a table and have a great time playing D&D. Oh well. I suppose non-bloggers prefer it that way.