Campaign Sourcebook and Catacomb Guide is an accessory for the Advanced Dungeons & Dragons fantasy role-playing game. One of the greatest 2nd Edition books, and perhaps RPG books, to ever be released was Jennell Jaquays’ and William W. Conners’ book. TSR (DMGR1) Campaign Sourcebook and Catacomb Guide Basic Information Author(s) Paul Jaquays and William W. Connors Publisher TSR, Inc. Type.
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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 Catscomb, 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. 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 Caacomb 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 sourcwbook.
Campaign Sourcebook and Catacomb Guide – Wikipedia
This chapter forms the very basics of what comes later and cayacomb it out. While only a couple of pages long, this chapter provides us with a successful formula prior to play.
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. 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.
How does one project the feelings which one wishes the players to feel? Chances are, they really need to rethink their view. Not only does it address making game calls, but it also has a secondary function, how to handle people and their odd quarks.
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 sounds so easy! 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. This is a skill learned over time, creating our own content and telling our own stories. It provides us with a formula, and there are formulas for a reason.
Once you figure out this formula, it becomes natural and it continues to mature until you just do it better and better every time. 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 is far from perfect, but it does give a DM who has never thought about such things, a couple of ideas to work with. 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 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. 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.
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. 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 as well as for today is still the same: Wednesday, July 27, Labels: I have seen this around used from time to time but have had no interest in it -until now. 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! I was looking through some of my older rpg items: I already own this!
Nothing like shopping at home. Campaign Sourcebook and Catacomb Guide: 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 is a popular theme, even today.
Here is where the book changes personalities, and becomes a work horse for experienced users. 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. I have read several books on how to do this, but the simplest and most helpful way is in this chapter. This is old-school stuff here, designing a successful campaign underground where the players may never actually leave?
This is really just an appendix; they give a few examples of maps, and have keyed them with room descriptions. 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.
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TSR Ad&d 2nd Edition Campaign Sourcebook and Catacomb Guide
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Advanced Gaming & Theory: Campaign Sourcebook and Catacomb Guide: Review
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