The Campaign
Unlike most games, AD&D is an ongoing collection of episode adventures, each of which constitutes a session of play. You, as the Dungeon Master, are about to embark on a new career, that of universe maker. You will order the universe and direct the activities in each game, becoming one of the elite group of campaign referees referred to as DMs in the vernacular of AD&D. What lies ahead will require the use of all of your skill, put a strain on your imagination, bring your creativity to the fore, test your patience, and exhaust your free time. Being a DM is no matter to be taken lightly!
Your campaign requires the above from you, and participation by your players. To belabor an old saw, Rome wasn’t built in a day. You are probably just learning, so take small steps at first. The milieu for initial adventures should be kept to a size commensurate with the needs of campaign participants - your available time as compared with the demands of the players. This will typically result in your giving them a brief background, placing them in a settlement, and stating that they should prepare themselves to find and explore the dungeon/ruin they know is nearby. As background you inform them that they are from some nearby place where they were apprentices learning their respective professions, that they met by chance in an inn or tavern and resolved to journey together to seek their fortunes in the dangerous environment, and that, beyond the knowledge common to the area (speech, alignments, races, and the like), they know nothing of the world, Placing these new participants in mall settlement means that you need do only minimal work describing the place and its inhabitants. Likewise, as player characters are inexperienced, a single dungeon or ruins map will suffice to begin play.
After a few episodes of play, you and your campaign participants will be ready for expansion of the milieu. The territory around the settlement - likely the “home” city or town of the adventurers, other nearby habitations, wilderness areas, and whatever else you determine is right for the area - should be sketch-mapped, and places likely to become settings for play actually done in detail,
At this time it is probable that you will have to have a large scale map of the whole continent or sub-continent involved, some rough outlines of the political divisions of the place, notes on predominant terrain features, indications of the distribution of creature types, and some plans as to what conflicts are likely to occur. In short, you will have to create the social and ecological parameters of a good part of a make-believe world. The more painstakingly this is done, the more “real” this creation will become.
Eventually, as player characters develop and grow powerful, they will explore and adventure over all of the area of the continent. When such activity begins, you must then broaden your general map still farther so as to encompass the whole globe. More still! You must begin to consider seriously the makeup of your entire multiverse - space, planets and their satellites, parallel worlds, the dimensions and planes. What is there? why? can participants in the campaign get there? how? will they? Never fear! By the time your campaign has grown to such a state of sophistication, you will be ready to handle the new demands.
Setting things in motion
There is nothing wrong with using a prepared setting to start a campaign. Just as long as you are totally familiar with its precepts and they mesh with what you envision as the ultimate direction of your own milieu. Whatever doesn’t match, remove from the material and substitute your own in its place.
On the other hand, there is nothing to say you are not capable of creating your own starting place; just use whichever method is best suited to your available time and more likely to please your players. Until you are sure of yourself, lean upon the book. Improvisation might be fine later, but until you are completely relaxed as the DM, don’t run the risk of trying to “wing it” unless absolutely necessary.
Set up the hamlet or village where the action will commence with the player characters entering and interacting with the local population. Place regular people, some “different” and unusual types, and a few non-player characters (NPCs,) in the various dwellings and places of business. [14:1] Note vital information particular to each. Stock the goods available to the players. When they arrive, you will be ready to take on the persona of the settlement as a whole, as well as that of each individual therein. Be dramatic, witty, stupid, dull, clever, dishonest tricky, hostile, etc. as the situation demands. The players will quickly learn who is who and what is going on - perhaps at the loss of a few coins. Having handled this, their characters will be equipped as well as circumstances will allow and will be ready for their bold journey into the dangerous place where treasure abounds and monsters lurk.
The testing grounds for novice adventurers must be kept to a difficulty factor which encourages rather than discourages players. If things are too easy, then there is no challenge, and boredom sets in after one or two games. Conversely, impossible difficulty and character deaths cause instant loss of interest. Entrance to and movement through the dungeon level should be relatively easy, with a few tricks, traps, and puzzles to make it interesting in itself. Features such as rooms and chambers must be described with verve and sufficiently detailed in content to make each seem as if it were strange and mysterious. Creatures inhabiting the place must be of strength and in numbers not excessive compared to the adventurers’ wherewithal to deal with them. (You may, at this point, refer to the sample dungeon level and partial encounter key.)
The general idea is to develop a dungeon of multiple levels, and the deeper adventurers go, the more difficult the challenges become - fiercer monsters, more deadly traps, are confusing mazes, and so forth.
This same concept applies to areas outdoors as well, with more and terrible monsters occurring more frequently the further one goes away from civilization. Many variations on dungeon and wilderness areas are possible. One can build an underground complex where distance away from the entry point approximates depth, or it can be in a mountain where adventurers work upwards. Outdoor adventures can be in a ruined city or a town which seems normal but is under a curse, or virtually anything which you can imagine and then develop into a playable situation for your campaign participants.
Whatever you settle upon as a starting point, be it your own design or one of the many modular settings which are commercially available, remember to have some overall plan of your milieu in mind. The campaign might grow slowly, or it might mushroom. Be prepared for either event with more adventure areas, and the reasons for everything which exists and happens. This is not to say that total and absolutely perfect information will be needed, but a general schema is required.
From this, you can give vague hints and ambiguous answers. It is no exaggeration to state that the fantasy world builds itself, almost as if the milieu actually takes on a life and reality of its own. This is not to say that an occult power takes over. It is simply that the interaction of judge and players shapes the bare bones of the initial creation into something far larger. It becomes fleshed out, and adventuring breathes life into a make believe world. Similarly, the geography and history you assign to the world will suddenly begin to shape the character of states and peoples.
Details of former events will become obvious from mere outlines of the past course of things. Surprisingly, as the personalities of player characters and non-player characters in the milieu are bound to develop and become almost real, the nations and states and events of a well-conceived AD&D world will take on even more of their own direction and life. What this all boils down to is that once the campaign is set in motion, you will become more of a recorder of events, while the milieu seemingly charts its own course !
The Ongoing Campaign
While it might seem highly unlikely to those who have not been involved in fantasy adventure gaming for an extended period of time, after the flush of excitement wears off - perhaps a few months or a year, depending on the intensity of play - some participants will become bored and move to other gaming forms, returning to your campaign only occasionally. Shortly thereafter even your most dedicated players will occasionally find that dungeon levels and wilderness castles grow stale, regardless of subtle differences and unusual challenges. It is possible, however, for you to devise a campaign which will have a very minimal amount of participant attrition and enthusiast ennui, and it is not particularly difficult to do so.
It has has been mentioned already, the game must be neither too difficult to survive nor so easy as to offer little excitement or challenge. There must always be something desirable to gain, something important to lose, and the chance of having either happen. Furthermore, there must be some purpose to it all. There must be some backdrop against which adventures are carried out, and no matter how tenuous the strands, some web which connects the evil and good, the opposing powers, the rival states and various peoples. This need not be evident at first, but as play continues, hints should be given to players, and their characters should become involved in the interaction and struggle between these vaster entities.
Thus, characters begin as less than pawns, but as they progress in expertise, each eventually realizes that he or she is a meaningful, if lowly, piece in the cosmic game being conducted. When this occurs, players then have a dual purpose to their play, for not only will their player characters and henchmen gain levels of experience, but their actions have meaning above and beyond that of personal aggrandizement.
But if serious purpose is integral to a successfully ongoing campaign, there must be moments of relief as well. Such counter-plots can be lesser and different themes within the whole, whether some side dungeon or quest, a minor altercation between petty nobles, or whatever. Occasional ”pure fun” scenarios can be conducted also. That is, moments of silliness and humor help to contrast with the grinding seriousness of a titanic struggle and relieve participants at the same time. After all, ADVANCED DUNGEONS & DRAGONS is first and foremost a game, a pastime for fun and enjoyment.
At times the fun aspect must be stressed. Thus, in my [own campaign] I included an “Alice In Wonderland” level, and while it is a deadly place, those who have adventured through it have uniformly proclaimed it as great fun because it is the antithesis of the campaign as a whole. Similarly, there are places where adventurers can journey to a land of pure Greek mythology, into the future where the island of King Kong awaits their pleasure, or through the multiverse to different planets, including Jack Vance’s “Planet of Adventure”, where they hunt sequins in the Carabas while Dirdir and Dirdirmen hunt them.
Of course, such areas represent a considerable investment in time and effort. Many of you will not have hours to spend creating these diversions, so it might seem that your campaign is doomed to eventual stagnation.
Not so. The various prepared modules available commercially are ideal for use as sidelights to the whole of your game. In addition, there are many games which can be “plugged into” your AD&D campaign to serve as relief.
After all is said and done, role playing is role playing and the setting is not of paramount importance. The trick is to adapt one system to the other so as to enable continuity of the characters from AD&D into the other setting.
This allows not only a refreshing change, but it poses new problems to participants and adds new factors to your campaign - new abilities, new weapons, etc. TSR has many games and rules systems which can be used with this game to expand and invigorate your campaign.
Climate & Ecology
It is of utmost importance to some Dungeon Masters to create and design worlds which are absolutely correct according to the laws of the scientific realities of our own universe. These individuals will have to look elsewhere for direction as to how this is to be accomplished, for this is a rule book, not a text on any subject remotely connected to climatology, ecology, or any science soft or hard. However, for those who desire only an interesting and exciting game, some useful information in the way of advice can be passed along.
Climate
Temperature, wind, and rainfall are understood reasonably well by most people. The distance from the sun dictates temperature, with the directness of the sun’s rays affecting this also. Cloud cover also is a factor, heavy clouds trapping heat to cause a “greenhouse effect”. Elevation is a factor, as the higher mountains have less of an atmosphere “blanket”. Bodies of water affect temperature, as do warm or cold currents within them. Likewise air currents affect temperature. Winds are determined by rotational direction and thermals. Rainfall depends upon winds and available moisture from bodies of water, and temperatures as well. All of the foregoing are relevant to our world, and should be in a fantasy world, but the various determinants need not follow the physical laws of the earth. A milieu which offers differing climates is quite desirable because of the variety it affords DM and player alike.
The variety of climes allows you to offer the whole gamut of human and monster types to adventurous characters. It also allows you more creativity with civilizations, societies and cultures.
Ecology
So many of the monsters are large predators that it is difficult to justify their existence in proximity to one another. Of course in dungeon settings it is possible to have some in stasis or magically kept alive without hunger, but what of the wilderness? Then too, how do the human and humanoid populations support themselves? The bottom of the food chain is vegetation, cultivated grain with respect to people and their ilk.
Large populations in relatively small land areas must be supported by lavish vegetation. Herd animals prospering upon this growth will support a fair number of predators. Consider also the tales of many of the most fantastic and fearsome beasts: what do dragons eat? Humans, of course; maidens in particular! Dragons slay a lot, but they do not seem to eat all that much.
Ogres and giants enjoy livestock and people too, but at least the more intelligent sort raise their own cattle so as to guarantee a full kettle.
When you develop your world, leave plenty of area for cultivation, even more for wildlife. Indicate the general sorts of creatures inhabiting an area, using logic with regard to natural balance. This is not to say that you must be textbook perfect, it is merely a cautionary word to remind you not to put in too many large carnivores without any visible means of support.
Some participants in your campaign might question the ecology- particularly if it does not favor their favorite player characters. You must be prepared to justify it. Here are some suggestions.
Certain vegetation grows very rapidly in the world - roots or tubers, a grass-like plant, or grain. One or more of such crops support many rabbits or herd animals or wild pigs or people or whatever you like! The vegetation springs up due to a nutrient in the soil (possibly some element unknown in the mundane world) and possibly due to the radiation of the sun as well (see the slight tinge of color which is noticeably different when compared to Sol? . . . ). A species or two of herbivores which grow rapidly, breed prolifically, and need but scant nutriment is also suggested. With these artifices and a bit of care in placing monsters around in the wilderness, you will probably satisfy all but the most exacting of players and that one probably should not be playing fantasy games anyway!
Dungeons likewise must be balanced and justified, or else wildly improbable and caused by some supernatural entity which keeps the whole thing running - or at least has set it up to run until another stops it. In any event, do not allow either the demands of “realism” or impossible make believe to spoil your milieu. Climate and ecology are simply reminders to use a bit of care!
Social Class and Rank
There is no random table for determination of a character’s social status to be found here. That is because the inclusion of such a factor will either tell you little or nothing of useful nature, or it will abridge your freedom with respect to development of your campaign milieu. That is, if such a table tells you only a little so as not to force a social structure upon your campaign, the table can contain nothing of use. If it states rank, it presupposes you will, in fact, have such classes in your campaign when you might not desire them at all. There are dozens of possible government forms, each of which will have varying social classes, ranks, or castes.
Which sort you choose for your milieu is strictly your own prerogative. While this game is loosely based on Feudal European technology, history and myth, it also contains elements from the Ancient Period, parts of more modern myth, and the mythos of many authors as well. Within its boundaries all sorts of societies and cultures can exist, and there is nothing to dictate that their needs be Feudal European. 1
To aid the harassed referee, I have listed these forms. Additionally, a list of nobility (or authorities) in various medieval cultures is given. I have included the latter as many DMs prefer to base their campaign upon a society of this sort, for they can then draw upon its historical data for game purposes.
Once a set of social structures and cultures has been devised for the campaign, you may or may not find it useful to assign rank, class, or caste to player characters. Will your society have hereditary rank? Will it go only to males? females? both equally? Will only the first-born inherit? Will any inheritance of property be required to be the entire estate to one individual? Deciding government form and culture might well delineate much of the social structure of the nation, state, or city in question.
Aristocracy Example
Let us assume a social structure of an aristocracy which is non-hereditary.
Members of this ruling class are those who have served in the military, own property of 100 or more acres extent, and pay an annual tax of not less than 10 gold pieces on their income. Land ownership may be waived in the case of merchants and tradesmen whose business is such that they pay not less than 20 gold pieces in taxes each year.
In any event, the aristocrats are the only persons eligible for any government office, command of the military, and from their number are elected senators who pass laws and legislate in general. Former senators are eligible to election to various tribunals and judgeships. Former military officers are appointed by senatorial vote to keep the peace and police the land.
The majority of citizens of this state are small land holders, tradesmen, and various workers. They provide the food and goods and labor which make the economy stable. These people are likewise obligated to serve in the military, and if they serve with distinction, they will be awarded land or stipends which will elevate them to the aristocracy. Of course, industry, marriage or other means can move any of these citizens to a higher status. Only a few persons are actually enslaved - criminals and captives of war.
A large number of the workers are bound to labor for a fixed period, and some must likewise serve apprenticeships. These individuals have the hope of eventually earning sufficient funds to become landowners or rich merchants or tradesmen themselves.
In such a society, adventurers would come from the younger children of aristocrats- those who will inherit little and wish to remain in the favored class. Some would come from the middle group - adventurous persons who aim at becoming members of the aristocracy through successes in such adventures. Few, if any, would come from the lowest class, i.e. the bondsmen and common laborers. Assigning a social class to player characters in such a society wouldn’t have any particular value unless you also devised various rivalries within the classes.
With this brief example in mind, it is easy to see how pointless it is to blindly plug in a set of “birth tables” based on some form of hereditary, quasi-European nobility which may have absolutely no meaning within any of the states of your campaign milieu. Furthermore, any use of such material must be carefully considered even if your campaign does have such a society and titles of rank, viz. do you really believe that one of your player characters should be the first born son of a major noble or a ruler? If so, why is he adventuring? Where are his guards and retainers? Does his father know his whereabouts? If so, why is he allowing the heir to his title and estates to risk his life in such a foolish manner? Similarly, do such tables have a logical precedence and order? Are there offices which do not logically belong within a feudal society? Are there classes which are contradictory, anachronistic, or meaningless? Unless you specifically tailor your milieu to fit such tables, it is likely that there will be far too many “yes” answers to the above questions. The intelligent verdict must be that each DM has to accept the responsibility of deciding for himself or herself if assigning class distinctions is a vital part of his or her campaign. If such is necessary, then the DM must further accept the work of devising his or her own logical birth tables, drawn from a society, culture, and government form developed to fit the overall milieu. This is unquestionably a tall order. Those referees who lack time will find that it is perhaps better for them to utilize one of the several campaign scenarios commercially available, adding personal touches, of course, but basically relying on the cultural and societal developments of the unit.
Even with such ready-made campaign settings, you may or may not wish to include social classes immediately for player characters. My own Greyhawk campaign, for example, assumes all player characters (unless I personally place one who is otherwise) are freemen or gentlemen, or at worst they can safely represent themselves to be so. (Note that the masculine/human usage is generic; I do not like the terms free creatures or gentle-beings!)
Outstanding activity can (and has) brought knighthood or social status to certain characters. This was carefully planned as a reward if the characters succeeded, and it now allows them much latitude of action and assurance of reliable aid in certain realms - but it likewise has earned them the enmity of others. With all of that out of the way, consider the list of a few of the possible governmental forms and then the lists of noble/official titles.
Government Forms
- Autocracy - Government which rests in self-derived, absolute power, typified by a hereditary emperor, for example.
- Bureaucracy - Government by department, rule being through the heads of the various departments and conducted by their chief administrators.
- Confederacy - Government by a league of (possibly diverse) social entities so designed as to promote the common good of each.
- Democracy - Government by the people, i.e. the established body of citizens, whether through direct role or through elected representatives.
- Dictatorship - Government whose final authority rests in the hands of one supreme head.
- Feodality - Government of a feudal nature where each successive layer of authority derives power and authority from the one above and pledges fealty likewise.
- Geriatocracy - Government reserved to the elderly or very old.
- Gynarchy - Government reserved to females only.
- Hierarchy - Government which is typically religious in nature and generally similar to a feodality.
- Magocracy - Government by professional magic-users only.
- Matriarchy - Government by the eldest females of whatever social units exist.
- Militocracy - Government headed by the military leaders and the armed forces in general.
- Monarchy - Government by a single sovereign, usually hereditary, whether an absolute ruler or with power limited in some form (such as the English monarchs, limited in rule by the Magna Carta).
- Oligarchy - Government by a few (usually absolute) rulers who are coequal.
- Pedocracy - Government by the learned, savants, and scholars.
- Plutocracy - Government by the wealthy.
- Republic - Government by representatives of an established electorate who rule in behalf of the electors.
- Theocracy - Government by god-rule, that is, rule by the direct representative of the god.
- Syndicracy - Government by a body of syndics, each representing some business interest.
This listing is by no means exhaustive, and you should feel free to use other forms, or invent your own, as the needs of your particular campaign direct.