Dungeon Master's Rules Guide Supplement

Campaign Sourcebook Catacomb Guide

Sample file

TSR, Inc. Table of Contents

Introduction 3 Logistics of Play 4 Styles of Play 8 Pacing and Theatrics 17 Uses of Judgment 33 Creating the Campaign 51 Creating the World 53 Maps and Map Making 75 Creating the Adventure 84 Making NPCs Live 92 Dungeon Settings 101 The Dungeon Campaign 106 Generic Dungeons 113 The Great Pyramid 114 The Primitive Temple 116 The Modern Temple 118 The Limestone Cavern 120 The Beehive Fort 122 The Castle on Moors 124 Typical Map Symbols 126 Forced Perspective Map Grid 127

Written by Paul Jaquays and William W. Connors Edited by William W. Connors and Warren Spector Black and White Art by , , and George Barr Color Art by , Dean Morrisey, and Graphic Design by Linda Bakk and Dee Barnett Typography by Gaye SampleO'Keefe file Cartography by Dave Sutherland Special Thanks to and

ADVANCED DUNGEONS & DRAGONS, AD&D, , WORLD OF , , , PRODUCTS OF YOUR IMAGINATION, and the TSR logo are all trademarks owned by TSR, Inc. ®1990 TSR Inc. All Rights Reserved. Printed in the U.S.A. Distributed to the book trade in the United States by Random House Inc. and in Canada by Radom House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distribution in the United Kingdom by TSR UK Ltd. This product is protected under the copyright laws of the United States of America. Any repro- duction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR Inc. TSR Inc. TSR Ltd. POB 756 120 Church End. Cherry Hinton Lake Geneva, Cambridge CBl 3LB WI 53147, U.S.A. United Kingdom TSR, Inc. ISBN 0-88038-817-X Or YOUR IMAGINATION" 2112XXX1501 Introduction

The 's task is tention of your players. advice on how to pace the events not an easy one. On his shoulders If you are new to the fine art of of your games, set up campaign rests the' responsibility for the dungeon mastering, you will find worlds, make better game maps, whole game. It is the DM's job to that the information in this book and reduce the amount of time make sure that everyone, himself can make you seem like a pro you must spend to make ready for included, has a good time when who's been doing it for years. If a game. In addition, we've in- they play the AD&D® game. If you you are a pro who's been doing this cluded a section on making NPCs are an experienced DM then you for years, you'll find hints to help more realistic and important in are sure to know that there are you get the most out of your exist- your campaign. times when this task is so daunt- ing campaign. Thirdly, we've included chap- ing that you wonder why you The first section of the Cam- ters about what it is that sets a didn't stick with a safe hobby like paign Sourcebook and Catacomb dungeon based campaign apart stamp collecting. Guide provides information on set- from a wilderness campaign. Here, The AD&D 2nd Edition Player's ting up a gaming group. We'll you'll find tips on making the most Handbook and Dungeon Master's touch on a number of points rang- out of those gloomy passages that Guide give the referee everything ing from good gaming manners (I run beneath the surface of even he needs to set up and run a role- brought the soda last week! It's the most pacific nation. playing game—they are the tools. somebody else's turn!) to dealing Tb close out the book, we present In this book, we will share with you with disruptive players. After all, a number of maps for use by ref- a wide array of tips and techniques part of being a good dungeon mas- eree's when time is tight. Unlike for weaving the tales of adventure, ter is managing relations with the tradition "hole in the ground" which fill your active imagination, your players! dungeon, however, each of these is into games which will grab the at- In the second section we'll offer somewhat—unusual.

Sample file Chapter i: Logistics of Play

Designing a game world and ings, depend on having both the tion without spending an hour plotting out the dynamic stories players and the DM observe a looking for it. and spine-tingling excitement number of basic, but greatly ap- that takes place in it requires a preciateSampled courtesies file. The DM Hosting a Game great deal of imagination and should follow these "rules of eti- more than a few creative skills. Yet quette" and encourage his players It is not the DM's responsibility to the job of the DM doesn't end to heed them too. provide a place to play. Nor should there. A good DM not only has to he be held responsible for bringing make a good adventure, he has to Be Prepared the food and drinks or even sched- run a good adventure session and uling the time for the game and make decisions about his world Probably the greatest mistake calling the players. That responsi- that even the best rules can never that a DM can make prior to a bility should be shared among the adequately cover. The latter tasks game session is to fail to prepare. players, the DM included. Often, it go beyond mere creativity and en- Proper preparation can be should be enough that the DM pro- ter into the realm of social eti- summed up in two words, study vides the adventure. quette and administration. and organization. Nothing spoils a However, the DM is responsible game more quickly than a DM who for setting up before a game, even Gaming Etiquette hasn't studied his material before- though the game may take place in hand and doesn't know the gist of someone else's home or in a public While one does his adventure, if not all the details. place such as a lounge in a college not necessarily need to know Take the time to organize mate- dormitory. If possible, he should be which side of the plate a salad fork rial in a logical manner. If players the first to arrive and should have goes on to successfully entertain ask questions or go off in an unex- his game materials in order before gamers, good gaming sessions, pected direction, the DM should the players arrive. If the game will like other types of social gather- know where to find that informa- take place in a public area, the DM Logistics of Play

(or another player) should take it A wise DM will encourage his share. As stated before, this is not upon himself to secure a play area players to keep verbal expression the DM's responsibility. Com- in advance, one that will accom- of excitement or dismay ("What do monly, refreshments are acknowl- modate the players and, just as im- you mean he's dead! He's 16th edged "junk foods:" soda pop, portantly, not disturb others who level! He can't be dead!") to con- peanuts, pretzels, cookies, and may wish to use the facility. versational decibel levels. chips of all kinds, including the The game session host should four basic gamer food groups: caf- ensure that a clean play area and Prerolling Characters feine, sugar, salt, and carbohy- enough seating is available for all drates. In deference to good eating anticipated players. If at all possi- Whenever possible, create new habits and in an attempt to avoid ble, arrange for the DM to be seated player characters ahead of time. pear-shaped bodies, try to balance at a separate table in the gaming Prerolling new player characters the type of snacks provided. For area. It's very important that the before the day or scheduled time of long game sessions, suggest ahead DM keep his game notes and maps a game session is a small but of time that the players come pre- out of the players' sight. greatly appreciated courtesy. pared to participate in some form Character creation, especially of deliverable food (like pizza). when any type of background de- Courtesy to the Host velopment is involved, takes time. Allow breaks for eating and, if If the DM waits until the game ses- possible, keep food and drink away At the end of each game session, sion to roll up new player charac- from the gaming table. Don't let clean up the play area, regardless ters, valuable game time is wasted. food disrupt the game or become a of whether the game is played in a Instead of playing the game, the distraction. student lounge or at a player's other players must find ways to home. Toss out food and drink con- entertain themselves until the DM Distractions tainers (don't make the host re- is ready to play. In this regard, the Anything that doesn't add to the sponsible for returning empty DM runs the risk of losing his play- beverage containers). Sweep up playing of the game will detract ers to whatever has distracted from it. Where possible, eliminate any mess. Offer to help put away them. excess chairs, books, tables, min- all outside distractions. It is diffi- iatures, etc. Failure to do so may Sample file cult to concentrate on roleplaying result in your having to find an- Opening Ceremonies while a ball game or loud music is other place to play next time. going on in the background. If a Allow the players to get comfort- player can't concentrate on the able. This is a social time, friendly game because he is more inter- Courtesy to Others conversation relaxes players and ested in a distraction, suggest that gets them ready to play. Don't rush he leave and let other players en- Every time a roleplaying game the start of the game. Give the joy the game. occurs in a public or semi-public players a chance to discuss the For some gamers, young chil- place (such as in a school cafeteria, previous game session, go over dren (particularly their own) can a dormitory lounge, or a student mistakes, plan strategies, and de- be a distraction. If young children union), the players and DM in- cide on spells. If possible, have this must be present during the game volved become ambassadors for activity take place at someplace session, the players may wish to roleplaying games at large. People other than the gaming table. An- contribute towards the hiring of a will judge the players, the AD&D® nounce when the game is to start baby sitter. The resulting peace game, and all roleplaying games in and request that non-essential may be well worth the price! general based on what they see. If conversation end. an adventure is exciting or disap- Be Kind to the DM pointing, players often get loud, Refreshments possibly even downright rowdy. To say that loud noise or uncouth lan- Refreshments are something Accept that the DM is the final guage can disturb others is an un- that everyone should provide for authority in the game. Don't derstatement. themselves, or better yet, bring to cheat, even if it means a character Logistics of Play

buys the farm (dies). Don't play fa- Most worlds are going to be big single adventuring party. This is voritism games. Accept a charac- places. It should be a simple mat- tricky, but extremely useful when ter's death' calmly, don't belabor it. ter for each DM to take a part of the the number of players is far less The DM is human (really, it's true!) world, say a major country or wil- than the number of characters and will make mistakes. If a mis- derness area and continue to flesh needed for good adventuring. take is fatal, ask the DM to change it out and run adventures there. In such situations, both the play- his decision in good grace, without The player characters then physi- ers and the DM must keep in mind recriminations. Be sure to compli- cally travel from place to place, ad- that even characters controlled by ment the DM on a good game! venturing in the area controlled by the same player will not freely whomever is DMing that session. share or give up personal belong- Be Kind to the Players It can work and it can be fun. ings. The player is encouraged to Still, drawbacks exist. Any secret roleplay the personna of each indi- Be Fair. Assume they are not information about a character, vidual character. If a player insists cheating if they haven't been such as special abilities or inde- on playing his characters "out-of- caught at it. Let the players make pendent actions that are usually character," remove one (or more) their own decisions. Don't manip- shared only between a player and secondary characters from his ulate their characters as if they the DM soon become common control and make them into DM- were part of a navel or railroad knowledge as each player in turn controlled NPCs for the remainder them into choosing predetermined takes over the duties of DMing. of the adventure. paths. Don't punish them for be- Second, the characters will end up ing clever. If they avoid or foil the doing a lot more travelling than Visitors from Other Worlds best trap in the dungeon, then re- might be realistic or reasonable. ward them for it. Don't try to kill A better solution might be to It happens to every DM and off the characters of unpleasant share the world, but have different every campaign at least once. A players or punish them if they player characters in each DM's new player joins the group and miss a play session or have to leave campaign. This allows for the wants to bring Sigimund, his 14th early. Compliment players on eventuality of teaming up player level chaotic good barbarian clever actions. Ask their opinions characters from different cam- fighter/thief with him. How should on obscure rule interpretations. paignsSample for particularl filey difficult the DM decide the matter? There Treat players with respect, regard- missions, but keeps characters pri- are no hard rules and it can be a less of whether they know the vate. tough call. Several "rules of rules or not. thumb" can be applied to help the DM make his decision. One Player, Many Characters First, ask to see the incoming The Administrative DM Nowhere is it carved in granite character's record sheet and any Part of the job that each player shall play but one applicable notes. Everything the of being a DM has nothing to do character. If it suits the needs of character possesses should be de- with actually running adventures. the game, allow as many charac- tailed here. What follows is a look at situations ters per player as the DM sees fit. If the incoming character's expe- a DM may encounter between Many players and DMs find it con- rience level is much higher than game sessions, or that may com- venient to have multiple charac- the rest of the characters, do not al- plicate the way he runs his world. ters. If one hero is off on an low the transfer. Stripping a play- unfinished quest, his backup char- er's favorite character of One World, Many DMs acter can go on another adventure hard-earned (or otherwise) experi- in the same world. ence can only cause grief. Tell him What happens when several the character must "wait in the If a player is competent enough wings" until the other PCs reach people in a group want to DM and to play each character as an indi- everybody wants to keep the same his power level, and have the new vidual (rather than elements of a player create a new character. player characters in each world? group mind), he may even play One solution is to share the world. more than one character within a Either disallow characters with