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« on: April 14, 2021, 10:28:03 AM »
The preceding section is also gold:
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 a small 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.