ADVENTURERS LEAGUE CODE OF CONDUCT

The document below was written by Wizards of the Coast as a code of conduct for all Adventurers League events.  In addition to the Code of Conduct above, Role Play Rally abides by this document.  This Code of Conduct is also printed in the Player's Guide for each season of Adventurers League.

D&D Adventurers League play is meant to be inclusive, fun, and safe. All participants (players, Dungeon Masters, and organizers) are expected to adhere to the following code of conduct:

  • Participants must not conduct themselves in a manner that is disruptive to the enjoyment or safety of others at the event.
  • Participants noticing disruptive behavior should make those responsible for the behavior aware of their actions. If a participant feels uncomfortable bringing it to the attention of the disruptive individual, the participant should notify the organizer of the event immediately.
  • Participants who feel as though they are in an unsafe environment should notify the organizer of the event immediately.
  • The Dungeon Master has the right to ask a disruptive player to leave the table and speak with the organizer.  The organizer has the right to remove a disruptive or threatening player or Dungeon Master from the play area or premises.
  • No tolerance is given for theft or aggressive behavior.  Theft and aggressive behavior are grounds for immediate removal from the play area and the premises.

 

Examples of Violations
Organizers, DMs, and players alike should maintain an awareness of possible violations to the code of conduct.

Disruptive Behavior

  • Excessively vulgar or profane language
  • Throwing or breaking objects in anger
  • Leaving excessive trash in the play area
  • Talking over other players excessively
  • Demanding more attention from the DM
  • Talking on a phone excessively at the table

Unsafe Behavior

  • Using racial, gender, or cultural slurs against another participant
  • Taking inappropriate photos of other participants
  • Harassing other participants
  • Using social media to bully other participants

Aggressive Behavior

  • Threatening to hit other participants
  • Tearing up another player’s character sheet
  • Pulling out another participant’s chair, causing the player to fall
  • Intentionally turning over a table

Theft

  • Stealing books, miniatures, or other products
  • Stealing another participant’s certificates
  • Taking another participant’s dice without asking permission
  • Stealing organizer or DM materials, such as table tents, maps, and adventure documents

 

Organizer Response

An organizer who has code of conduct violations brought to his or her attention should resolve the manner quickly and professionally, with minimal disruption to the event if possible. The responses given here are guidelines, and if the situation calls for a more or less serious response to resolve a situation, the organizer is empowered to take appropriate action.  Disruptive behavior can be dealt with by the Dungeon Master upon first offense by issuing the participant a warning. Upon being issued a second warning, the Dungeon Master should notify the organizer of the event. If the Dungeon Master is engaging in disruptive behavior, a player should immediately inform the organizer.

Unsafe behavior is more serious, and the Dungeon Master or other participants have the right to notify the organizer immediately. The organizer should issue a warning for the first offense, and remove the player from the table or play area upon any subsequent offenses.

Theft and aggressive behavior are grounds for an immediate removal from the play area and/or premises and should always be brought to the organizer’s attention immediately.

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