I’ve just finished reading part one and I’ve got players signed up to play it next week. While it seems like a fun scenario, it’s a very bad example of organized play. I’m a regular DM for Adventurer’s League and will be running this scenario for my regular AL players. What makes organized play work is the modular nature of the scenarios. They are designed to be run in a 4 hour block and, most importantly, players and characters can easily drop into any given scenario. This doesn’t seem to be the case as A Time to Harvest is set up as more of a mini campaign. Players who can return week after week will be rewarded but drop in players, as you’d expect with an organized play game, will be lost.
has anyone had any experience with new players dropping in and out of their games? How did you handle it?