One of the greatest 2nd Edition books, and
perhaps RPG books, to ever be released was Jennell Jaquays’ and William W.
Conners’ book, “Campaign Sourcebook and Catacomb guide” which was published in
March, 1990. It was the first of the Complete Books aimed at Dungeon Masters,
and it covered a wide variety of topics that were taken for granted in the Core
books, but I believe that what the finished product has become, is a system
neutral guide for everyone who decides to host games. Yes, it is aimed at
beginners who have no experience playing the role of Dungeon Master, but, for
advanced users, it describes the basic building blocks needed for forming a
successful group, and keeping it successful, as well as basic structures of
creating original content. No matter what the current name or number that
D&D happens to be calling itself, this information is still relevant. Let’s dive right in, shall we.
CHAPTER 1
Logistics of Play
While the core books give you lots of details in regards to
the rules, they are assuming that you have played before, though, even if you
have, you still may not understand that your role as the DM is that of being a
master of ceremonies as well. This chapter is short, but complete. You hear all
about player courtesy, but this is regarding what a DM owes to his
players. Just because you have a group
of friends gathered doesn’t mean that the game is going to go well. This
chapter forms the very basics of what comes later and spells it out. While only
a couple of pages long, this chapter provides us with a successful formula
prior to play.
CHAPTER 2
Styles of Adventure
Play
There is a lot said about Styles of play on the web, but in
this chapter you’ll find a comprehensive list of them, problems that they may
cause, and how to mix them to keep a game engaging for everyone. Even if we are running a module, we still have
to decide what elements of style would work best. This chapter also gives some
major tips on how, and what, to prep and why we should do it. We don’t need to
prep everything, but there are things that if we don’t prep, then we are in
some serious trouble.
CHAPTER 3
Pacing and Theatrics
Everybody knows that what separates a good DM from a bad one
is that one can pace a game, and one can’t. While proper pacing still must be
learned over time, this chapter offers very sound advice to achieve it quicker
than using trial and error alone. It
also talks about setting a mood that is productive to the drama which you are
trying to achieve. I don’t dress up, nor do I always talk in funny voices, but
I do use Theatrics. Excitement isn’t something that just happens naturally, we
have to make it happen. How does one
project the feelings which one wishes the players to feel? And people say that
DMing isn’t art. Chances are, they really need to rethink their view.
CHAPTER 4
Uses of Judgement
This is a popular theme, even today. I can’t tell you how
many people run to Reddit to beg for help, when the answers are all right here
in this chapter. Not only does it address making game calls, but it also has a
secondary function, how to handle people and their odd quarks. Like DM’s,
players have play styles too, and handling these different play styles, as well
as personalities can be daunting. When two personalities clash, sometimes our
first reaction is to kick them out of the group, but this isn’t always easy or
necessary. It is the job of the DM to direct traffic and be the helmsmen of the
narrative, that is sometimes ignored to a table’s demise.
CHAPTER 5
CREATING THE CAMPAIGN
Here is where the book changes personalities, and becomes a
work horse for experienced users. We aren’t talking simply creating a series of
gaming sessions strung together to form a complete story; we are talking about
creating EVERYTHING! I don’t know how many DMs have tried doing this and end up
just wasting their time because it doesn’t go anywhere; this introduction helps
us form a world more successfully by suggesting tried and true methods of how
to go about it in the most productive way possible.
CHAPTER 6
Creating the World
Once a DM, and the players, decides to make the leap into
the unknown, it helps to have specific questions answered right away, and this
chapter helps us organize our thoughts into highly productive ways which can
help make our ideas more successful. It isn’t bossy, it doesn’t say that this
is how it is done, it just gives you suggestions on how to avoid traps and
pitfalls that can be stumbled over along the way.
CHAPTER 7
Maps and Map-making
What DM doesn’t love maps? It sounds so easy! But when it
comes right down to it, it isn’t nearly as easy as it appears. There are also
lots of different styles of maps that we use, it all depends upon our needs and
why we have decided that we need it. This chapter gives us some tools to making
productive maps, and some tricks and tips to guide us through the process.
CHAPTER 8
Creating the
Adventure
I have read several books on how to do this, but the
simplest and most helpful way is in this chapter. This is a skill learned over
time, creating our own content and telling our own stories. While this chapter
won’t do the work for us; again, it helps us identify our players, and presents
successful methods as well as pitfalls that have been learned over time so that
hopefully, we can avoid them. It provides us with a formula, and there are
formulas for a reason.
CHAPTER 9
Making NPCs Live
Another topic that is still with us today, “How can I get my
players to care about NPCs?” While the
DMG talked about this, and gave a few suggestions, this chapter expands upon
it, and allows everybody, regardless of DM experience, to do this very
important job more efficiently. I don’t know about you, but this is where I get
most of my amusement from while DMing. Once you figure out this formula, it
becomes natural and it continues to mature until you just do it better and
better every time.
CHAPTER 10
Dungeon Settings
One of Gygax’s complaints involved the total abandonment of
the Dungeon setting. There is lots of material out there that helps us create
overland adventures, and the Dungeon was neglected for a very long time.
Experienced DMs know that over-world adventures and under-world adventures are
totally different from one another. This chapter addresses the Dungeon after
many years of neglect. Why do you need them? What do you put down there? While
this chapter can get a bit too detailed, it does serve a purpose. This chapter
represents a shift in design, because, at the time, there were not very many
Dungeons in Dungeons & Dragons.
CHAPTER 11
Dungeon Adventures
This is old-school stuff here, designing a successful
campaign underground where the players may never actually leave? Maybe not, but
it does give lots of ideas on things that can happen in a dungeon that won’t
necessarily happen above. This chapter is far from perfect, but it does give a
DM who has never thought about such things, a couple of ideas to work with.
CHAPTER 12
Generic Dungeons
This is really just an appendix; they give a few examples of
maps, and have keyed them with room descriptions. They are all forced
perspective maps which are really out of date, and with good reason. Not only
are they overly complex to make, they lack the basic details that we truly need
to make our maps functional. I think that this was TSR trying to keep its maps
special from the ones that you make yourself, but there really isn’t much of a
need for that. I know that I have always preferred top down perspectives, and
fancy maps are just that, fancy.
In the back of the book, there is also some symbols which
they recommend using on maps, as well as a photocopy templet for drawing your
own forced perspective maps . . . as if.
OTHER THOUGHTS
This review is much longer than I would normally dedicate to
it; however the written content in this title is so good that it does demand
such treatment. While much of the information within it can be found on this
blog and others like it, it is nice to have all of the information stored in
one centralized place.
One can say that AD&D didn’t actually come with an
instruction manual, but, if it did, then it would be this book. While a few
chapters are dated, the bulk of it is not. It accurately describes issues that
we all experience from time to time, or describes methods to playing at more
advanced levels then we currently are.
Now, much of the artwork in this book is notoriously
hideous. But I don’t recommend buying it to look at the pictures, I recommend
adding it to your reading list because of the content. It is preferred to have
this book in physical form, because it is one that you won’t necessarily have
at the table with you on game day, but it is one that we all should read and
re-read from time to time. If you are working on a large project, it is nice to
have with you for a few years until you find yourself doing it naturally, and
you will! The rating for 1990 as well as for today is still the same: A+.
3 comments:
Good stuff! I have seen this around used from time to time but have had no interest in it -until now.
On the lookout...
David S.
I kind of wish that it had a better section on Catacombs, as that is why most people originally bought it. As far as advice, I have taken a lot from this book, and have noticed that when I've strayed from it, my games have suffered.
I think my favorite thing about this book on gaming is its length, it is fairly short but precisely written to be as helpful as possible. That is hard to do!
You know what...I was looking through some of my older rpg items: I already own this! Nothing like shopping at home. :)
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