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Dungeons & Dragonsis a global phenomenon. With the game’s increasing popularity and the rise of online options like D&DBeyond and Roll20, it’s easier than ever to find a game of D&D. However, there are always those with busy, erratic schedules, no friends or family who play or, for some other reason, need a flexible but organized group.
This is where the Adventurers League (AL) comes in. The AL is the officially organized playgroup for Fifth Edition D&D. Its flexibility is the beauty of the AL. You can play any character leveled in an AL game at any AL table, running the same campaign at the appropriate level. This means it’s OK if your sessions are weeks or even months apart.

How To Get Started With D&D Adventurers League
To get started with the AL, check out the Players Guide on theAdventurers League page.This document contains rules for creating a character and leveling up. It also explains adventure tiers, log sheets, rewards, awards, and rules specific to the AL.
Creating a character for the AL is similar to creating a regular D&D character.However, there are unique rules around experience points, leveling up, magic items, and gold.These differences facilitate the drop-in, drop-out nature of the AL campaigns.

To run an AL session, Dungeon Masters (DMs) can purchase official adventure modules from theDungeon Masters Guild.These adventures are set in one of four game settings (more info on these later).
DMs and players can find like-minded groups to play with by joining the officialD&D Discordor searching for localparticipating game stores.

How Does The Adventurers League Work?
Regular D&D typically only works when the same people can meet regularly to progress through an adventure together.Realizing this isn’t possible for many players, Wizards of the Coast have created a system that facilitates drop-in, drop-out play.
With the AL, it’s not a big deal if you can’t make it to a session at the same time every week.Showing up to play once a month, or even once a year, works just as well with AL.The AL uses tiers to group players of similar levels together to create an appropriate challenge. This eliminates the need for all characters to level together simultaneously.

Roots Of Dungeons & Dragons Adventurers League
The progenitor to the AL began all the way back in 1979 with the Role Playing Games Association (RPGA).The RPGA organized tournaments where a Dungeon Master (DM) guided players using pre-built characters through a 4-hour adventure.At the end of the session, the DM and players chose a “winner” based on roleplaying skills and knowledge of the rules.
In the late 1980s, TSR introduced the idea of “living campaigns” where the player’s action would impact the plot arc. Players would send their results to the RPGA at the end of an adventure.The campaign could change depending on whether most players failed or succeeded at certain tasks.

In 2010, Wizards of the Coast launched D&D Encounters as part of their Wizards Play Network.This initiative sent a 60-90 minute adventure to DMs to run at game stores on Wednesday nights. (Inspired by the success of the Friday NightMagicevents.)
5th Edition And The Rise Of The Adventurers League
The launch of 5th Edition saw a new organized play initiative called the Adventurers League.Early AL play was divided between Encounters and Expeditions. Encounters were short, low-level sessions aimed at new players. Expeditions were designed for longer sessions with evolving plots similar to the older living campaign idea.
In 2016, Wizards of the Coast retired the Encounters and Expedition programs when they opened the AL to all organizers, not just participating game stores.This is still the case today, with many AL games taking place in libraries, community centers, schools, and homes.
In 2021, AL campaigns were restructured into their current setup.AL campaigns are now split into Expansion, Event, and Adapted Campaigns.
What Campaign Worlds Feature In The Adventurers League?
There are four worlds that most AL games will take place in.