Code of Conduct

We play roleplaying games to have fun, and anyone who attends or volunteers at Role Call agrees to the Code of Conduct below. This code outlines the values upon which the convention is built. These values include respect, enjoyment, inclusion, and acceptance. Those violating these rules may be sanctioned or expelled from the conference without a refund at the discretion of the conference organizers. In addition to following the Adventurers League Code of Conduct, Role Call adds the clarifications and details below:

Harassment of any sort is neither accepted nor tolerated.

Harassment includes, but is not limited to, offensive comments and actions related to gender, expression, age, sexual orientation, physical appearance, race, disability, ethnicity, and religion. It also includes displaying sexual images, deliberate intimidation, stalking, following, harassing photography, disruption of events, inappropriate physical contact, and unwelcome sexual attention.

Anyone asked to cease harassing behavior is expected to do so immediately. Warnings for harassing activities are not guaranteed, and anyone conducting in harassing activity may be ejected from the convention without a refund at the discretion of the convention organizers.

If you are being harassed, see someone else being harassed, or have any other concerns, please contact any convention staff member to help resolve the issue and provide resolution to the harassment.
In addition, all attendees and volunteers are expected to adhere to the following rules:
  • Convention name badges must be worn at all times. Failure to wear your name badge can cause you to be removed from the convention. Keeping your badge is your responsibility, and replacement badges can only be issued at full cost for admission.
  • No outside drinks are permitted at the convention. The American Legion operates a bar onsite that serves soda, water, and alcohol. This allows them to keep the cost of their hall rental low. Drinks purchased there may be brought into the convention. However, any attendee that is disruptively intoxicated by either alcohol or illegal drugs may be ejected from the convention without a refund at the discretion of convention organizers.
  • Be respectful of the venue. The American Legion has been very good to work with, and we want them to welcome us back in future years. Be gracious to the staff working, do not destroy or damage any equipment, and be mindful of noise levels when in public accessible areas of the venue.
  • You are responsible for your belongings. Neither Role Call, its organizers, its staff, nor the American Legion is responsible for your belongings or any lost or stolen property. If you find any lost property, please turn it in to one of the convention organizers.
  • Minors must be supervised. Any attendee under the age of 15 must be accompanied by an adult. Both the child and the adult must be registered for the convention. Note that while children are permitted at the convention, they should be aware that the majority of attendees are adults, and the children should be aware of the level of play and maturity expected of them. Unruly or disruptive children, along with their guardian, may be asked to exit the convention until the child can be calmed. However, we ask that guardians take action before being asked out of courtesy to the other attendees.
Special thanks to for the inspiration and outline for the Code of Conduct, and to Role Play Rally for their example of a well-written and comprehensive Code of Conduct.

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 Call abides by this document.  This Code of Conduct is also printed in the Player's Guide for each Adventurers League season.

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
  • 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.