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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I was looking through some of my older rpg items: 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.

On Google Assistant Google Home or the assistant on any n This chapter gives us some tools to making productive maps, and some tricks and tips to guide us through the process. August 16, at Not only are they overly complex to make, they lack the basic details that we truly need to make our maps functional.

I’ve seen the approaches of playing a character as an Why do you need them? 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. 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 catzcomb thoughts into highly productive ways which can help make our ideas more successful.


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.

While only a couple of pages long, this chapter provides us with a successful formula prior to play.

TSR Ad&d 2nd Edition Campaign Sourcebook and Catacomb Guide

Yule All Be Sorry! It sounds so easy! It also talks about setting a mood that is productive to the drama which you are trying to achieve. Musings of a Maverick Referee.

Advanced Gaming & Theory: Campaign Sourcebook and Catacomb Guide: Review

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 forms the very basics of what comes later and spells it out.

This is a popular theme, even today. First, I think I am becoming jaded. You hear all about player courtesy, but this is regarding what a DM owes to his players. It provides us with a formula, and there are formulas for a reason. Here is where the book changes personalities, and becomes a work horse for experienced users.


Campaign Sourcebook and Catacomb Guide – Wikipedia

How does one project the feelings which one wishes the players to feel? Links to Suggested Stuff. Newer Post Older Post Home.

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!

July 28, at 9: Now, much of the artwork in this book is notoriously hideous.

The rating for as well as for today is still the same: I have seen this around used from time to time but have had no interest in it -until now. This was promised on Christm 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. The Dale Wardens said Not only does it address making game calls, but it also has a secondary function, how to tuide people and their odd quarks.