Close
Close
Advanced Search

DMGR1 Campaign Sourcebook and Catacomb Guide (2e)Click to magnify
Quick Preview
/gs_flipbook/flip.php?xml=/demo_xml/16887.xml&w=500&h=335
Full‑size Preview
https://watermark.drivethrurpg.com/pdf_previews/16887-sample.pdf

DMGR1 Campaign Sourcebook and Catacomb Guide (2e)

ADD TO WISHLIST >

Whether you're a novice DM getting ready to referee your first AD&D game or an old pro who's running an established campaign, there's something for you in the Campaign Sourcebook and Catacomb Guide. We've included dozens of helpful tips to help you better organize your games, design adventures, and make your NPCs come to life. In short, there's something for everybody in this exciting addition to the AD&D game system.

Product History

DMGR1: Campaign Sourcebook and Catacomb Guide (1990), by Jennell Jaquays and William W. Connors, was the first book in a new series of Dungeon Master releases for AD&D 2e. It was published in March 1990.

Another Leatherette. By 1990, TSR was already publishing their best-selling leatherette-covered "PHBR" series, which had begun with PHBR1: The Complete Fighter's Handbook (1989). TSR was fond of the format because it was relatively cheap to produce (unlike a hardcover or a box), but it was nonetheless more prestigious than a saddle-stitched module. Thus, it was natural to extend the leatherettes to the new DMGR releases.

The DMGR series overall provided a very nice complement to the similar PHBR series, as the one supplemented the Dungeon Master's Guide (1989) and the other the Player's Handbook (1989) - though in the end the DMGR line as a whole would be a lot less coherent than TSR's PHBR series, for better or for worse.

Not Quite the Dungeon Master's Guide. The story of the Campaign Sourcebook began with Warren Spector, who was then putting together the 2e Dungeon Master's Guide. He wanted to include material about writing campaigns, running campaigns, and being a good GM, and so commissioned Jaquays to produce it. Unfortunately, the resulting 100 or so pages of text were ultimately pulled from the DMG because other material for that book had run long.

Enter William W. Connors, a brand-new staff writer for TSR. He was handed Jaquays' manuscript on his first day at TSR, advised that it needed to be expanded to book length, and told that the deadline was last Friday. Connors says that pretty much sums up his time at TSR. He added the information on dungeons that makes up the last 25 or so pages of the book.

Origins of the Anecdotes. The book contains various anecdotes about Game Mastering. Though they were usually based on real-life happenings, they usually were not based on D&D games. For example, the story about painting a dead minotaur to look like a demon (page 34) took place in a RuneQuest game using a setting that Jaquays had created for Dragonquest (!). Two of the players were actually game designers Lawrence Schick and B. Dennis Sustare.

The story about the gelatin green slime miniature (page 40) happened too, and the players are still embarrassed about it. That one was really about a RuneQuest Gorp.

A History of GM Books. In its earliest days, TSR incorporated GMing advice directly into their "beginner" adventures, starting with B1: "In Search of the Unknown" (1978). Subsequently, B2: "The Keep on the Borderlands" (1979) and B4: "The Lost City" (1982) also contained introductory advice for GMs of different sorts. There was even one AD&D adventure with introductory GMing advice, Aaron Allston's N4: "Treasure Hunt" (1987).

It was only in the late 80s that TSR began to produce standalone books of GM advice, each with increasing scope. For instance, C6: "The Official RPGA Tournament Handbook" (1987) contained advice on designing and running tournaments, while Aaron Allston's Dungeon Master's Design Kit (1988) was a bit more expansive, including extensive discussion of creating adventures (and lots of adventure hooks to fill them with). Thus, the Campaign Sourcebook was really the culmination of a trend toward GMs' advice at TSR.

In the broader world of RPG publication, the only book with the same (wide) scope as the Campaign Sourcebook was probably Gary Gygax's Master of the Game (1989), published the previous year.

About Gaming Culture. Jaquays offers information on running games, creating worlds, and plotting adventures that remains relevant today. However, from a historical point of view, some of Jaquays' discussions about gaming culture, circa 1990, are just as intriguing.

One of the earliest comments of note is the simple maxim to "Be kind to the players." The point is later expanded: "'Killer' DMs who take the side of the monsters against the PCs are as bad as those who purposefully make the monsters ineffective by taking the side of the players against the monsters." This was a big change from the gaming of the 70s, when many GMs were actively opposing the players in an adversarial manner.

There's also a bit of discussion of "Monty Haul" play - possibly a first for TSR's "official" publications. Of course the term had received widespread attention in James Ward's "The Adventures of Monty Haul" column, which began way back in The Dragon #14 (May 1978). Right next to the Campaign Sourcebook's discussion of Monty Haul play is a section on "novel style play," talking about the limitations of a railroaded, plot-heavy game of the sort that became more popular with the publication of the Dragonlance adventure series (1984-1986). Going from Monty Haul to plot-heavy RPGs really spans the first two decades of RPG adventure design.

Finally there are interesting discussions of player personalities and campaign types.

The look at player personalities doesn't have the complexity of later works, such as Ron Edwards' "System Does Matter" (1999) or Robin Laws' Robin's Laws of Good Game Mastering (2001). However, the comments about "experts" and "know-it-alls" suggest that some types of problem players are as old as the hobby.

The analysis of campaigns identifies three campaign styles that are still recognized today, though under different names. Jaquays' linear campaigns are today often called "railroads," while open campaigns are usually called "sandboxes." Jaquays' ideas about a matrix campaign sound the most like Pinnacle's "plot point campaign."

About Dungeoneering. Connors' chapters discussing dungeon settings (which end the book) read a lot like a polished and simplified Dungeoneer's Survival Guide (1986). There are even some blank isometric maps, just like in the DSG - though without the instructions on creating depth that the DSG contained.

About the Creators. Paul (now Jennell) Jaquays had been doing freelancing writing and editing for TSR in the years leading up to her work on the Campaign Sourcebook. Unfortunately, the work on it burned her out as a writer for some time thereafter.

As already noted, this was William Connors' first work as a full-time TSR staff member. Around the same time he was also contibuting to various Monstrous Compendiums as well as Jaquays' Citybook IV: On the Road (1990), published by Flying Buffalo.

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

pixel_trans.gif
pixel_trans.gif
 
 Customers Who Bought this Title also Purchased
pixel_trans.gif
pixel_trans.gif
Reviews (3)
Discussions (9)
Customer avatar
Richard G December 04, 2023 3:52 am UTC
Pod
Customer avatar
Timothy C September 15, 2023 4:52 pm UTC
PURCHASER
POD please!
Customer avatar
Carl P January 03, 2023 5:30 pm UTC
Please add POD.
Customer avatar
Jesper S December 23, 2022 7:46 pm UTC
POD on this and all other AD&D 2e material thanks
Customer avatar
Tim H December 13, 2022 3:59 am UTC
POD!
Customer avatar
Pat D December 06, 2022 7:38 pm UTC
POD please!
Customer avatar
Matt Y December 21, 2021 6:01 am UTC
PURCHASER
POD please!
Customer avatar
Nicholas P January 28, 2021 7:54 pm UTC
POD please
Customer avatar
Cheri G October 09, 2020 3:52 pm UTC
PoD please!
Browse Categories
$ to $
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!















Product Information
Gold seller
Pages
128
Edition
1.0
ISBN
0-88038-817 X
Publisher Stock #
TSR 2112
File Size:
57.85 MB
Format
Scanned image Click for more information
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
pixel_trans.gif
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Information
Watermarked PDF Click for more information
Watermarked PDF

These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase.

Warning: If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.

Here is a sample of a page from a watermarked title:

File Last Updated:
March 12, 2013
This title was added to our catalog on March 12, 2013.