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Campaign Sourcebook and Catacomb Guide (TSR2112) PDF

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The passage discusses the layout and features of a medieval castle called the Castle on the Moors.

Some of the features described include a kitchen, great hall, offices, bedrooms, day rooms, and knight's chambers.

The kitchen was used for cooking, the great hall for feasting and entertaining guests, the offices for administrative duties, the bedrooms for the lord and his family, the day rooms for socializing, and the knight's chambers housed the warriors and their squires.

Dungeon Master's Rules

Guide Supplement

Campaign
Sourcebook
Catacomb
Guide

TSR, Inc.
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
Re-Edited by Father Donz (the previous were fools)
Black and White Art by Thomas Baxa, Valeric Valusek, and George Barr
Color Art by Keith Parkinson, Dean Morrisey, and Jeff Easley
Graphic Design by Linda Bakk and Dee Barnett
Typography by Gaye O'Keefe
Cartography by Dave Sutherland
Special Thanks to Douglas Niles and Kim Mohan

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS,


WORLD OF GREYHAWK, DRAGONLANCE, BATTLESYSTEM,
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
Random 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. POB 756 TSR Ltd.


Lake Geneva, WI 120 Church End. Cherry Hinton
53147, U.S.A. ISBN Cambridge CB1 3LB
0-88038-817-X United Kingdom
2112XXX1501
The dungeon master'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 ranging out of those gloomy passages that
Guide give the referee everything 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 To 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 master eree's when time is tight. Unlike
for weaving the tales of adventure, is managing relations with your the tradition "hole in the ground"
which fill your active imagination, players! dungeon, however, each of these is
into games which will grab the at- In the second section we'll offer somewhat—unusual.
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 preciated courtesies. 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 enter Proper preparation can be should be enough that the DM pro-
into the realm of social etiquette summed up in two words, study vides the adventure.
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
hasn't studied his material before- though the game may take place in
Gaming Etiquette someone else's home or in a public
hand and doesn't know the gist of
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
(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- Allow breaks for eating and, if
Courtesy to the Host
velopment is involved, takes time. possible, keep food and drink away
At the end of each game session, If the DM waits until the game ses- from the gaming table. Don't let
clean up the play area, regardless sion to roll up new player charac- food disrupt the game or become a
of whether the game is played in a ters, valuable game time is wasted. distraction.
student lounge or at a player's Instead of playing the game, the
home. Toss out food and drink con- other players must find ways to Distractions
tainers (don't make the host re- entertain themselves until the DM
is ready to play. In this regard, the Anything that doesn't add to the
sponsible for returning empty playing of the game will detract
beverage containers). Sweep up DM runs the risk of losing his players
to whatever has distracted them. from it. Where possible, eliminate
any mess. Offer to help put away all outside distractions. It is diffi-
excess chairs, books, tables, min- cult to concentrate on roleplaying
iatures, etc. Failure to do so may Opening Ceremonies
while a ball game or loud music is
result in your having to find an- Allow the players to get comfort- going on in the background. If a
other place to play next time. able. This is a social time, friendly player can't concentrate on the
conversation relaxes players and game because he is more inter-
Courtesy to Others gets them ready to play Don't rush ested in a distraction, suggest that
the start of the game. Give the he leave and let other players enjoy
Every time a roleplaying game players a chance to discuss the the game.
occurs in a public or semi-public previous game session, go over For some gamers, young chil-
place (such as in a school cafeteria, a mistakes, plan strategies, and de- dren (particularly their own) can
dormitory lounge, or a student cide on spells. If possible, have this be a distraction. If young children
union), the players and DM in- activity take place at someplace must be present during the game
volved become ambassadors for other than the gaming table. An- session, the players may wish to
roleplaying games at large. People nounce when the game is to start contribute towards the hiring of a
will judge the players, the AD&D® and request that non-essential baby sitter. The resulting peace
game, and all roleplaying games in conversation end. may be well worth the price!
general based on what they see. If
an adventure is exciting or disap- Refreshments Be Kind to the DM
pointing, players often get loud,
possibly even downright rowdy. To Refreshments are something
that everyone should provide for Accept that the DM is the final
say that loud noise or uncouth lan-
themselves, or better yet, bring to authority in the game. Don't
guage can disturb others is an un-
cheat, even if it means a character
derstatement.
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 matter tricky, but extremely useful when
ter's death' calmly, don't belabor it. 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 players
his decision in good grace, without The player characters then physi- and the DM must keep in mind that
recriminations. Be sure to compli- cally travel from place to place, ad- even characters controlled by the
ment the DM on a good game! venturing in the area controlled by same player will not freely share
whoever is DMing that session. or give up personal belongings.
Be Kind to the Players It can work and it can be fun. The player is encouraged to
Still, drawbacks exist. Any secret roleplay the persona 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 novel 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 being Second, the characters will end up
clever. If they avoid or foil the best doing a lot more traveling than Visitors from Other Worlds
trap in the dungeon, then reward might be realistic or reasonable.
A better solution might be to It happens to every DM and
them for it. Don't try to kill off the
share the world, but have different every campaign at least once. A
characters of unpleasant players
player characters in each DM's new player joins the group and
or punish them if they miss a play
campaign. This allows for the wants to bring Sigimund, his 14th
session or have to leave early.
eventuality of teaming up player level chaotic good barbarian
Compliment players on clever
characters from different cam- fighter/thief with him. How should
actions. Ask their opinions on
paigns for particularly difficult the DM decide the matter? There
obscure rule interpretations.
missions, but keeps characters pri- are no hard rules and it can be a
Treat players with respect, regard-
vate. tough call. Several "rules of
less of whether they know the
thumb" can be applied to help the
rules or not.
One Player, Many Characters DM make his decision.
First, ask to see the incoming
The Administrative DM character's record sheet and any
Nowhere is it carved in granite
Part of the job that each player shall play but one applicable notes. Everything the
of being a DM has nothing to do character possesses should be de-
character. If it suits the needs of
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-
er's favorite character of hard-
unfinished quest, his backup char-
One World, Many DMs acter can go on another adventure earned (or otherwise) experience
in the same world. can only cause grief. Tell him the
What happens when several character must "wait in the
If a player is competent enough
people in a group want to DM and wings" until the other PCs reach
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 characters in each world? player create a new character.
group mind), he may even play
One solution is to share the world. Either disallows characters with
more than one character within a
nonstandard character classes paign framework. fiend of the frozen north? The an-
(those not covered by official Experienced players usually swer is what is known as a one-
AD&D® game rules) or requires that have experienced characters and shot adventure. Invite cousin Bob
the incoming character adopt a will greatly appreciate the chance to bring his favorite character from
standard character class. to continue playing a character his group in Muncie, and ask those
Disallow nonstandard magical that they have been working hard among the DM's "regulars" who
items, the logic being that the to develop. Just remember to can make it on an off gaming night
physical laws of the two prime ma- check them at the door for non- to show up with either their
terial planes are not similar standard magic items and create a favorite dead characters (allowing
enough to allow the new magic logical (or just plain mysterious) them to resurrect dear-departed
items to function. This allows the explanation for their cross-planar adventurers for one special play-
DM to avoid any possibility of journey. ing session) or with characters not
"padding" a magic item with extra Novice players (those who have currently involved in the ongoing
powers that the player's original played before, but not much) and campaign quest.
DM would be surprised to find or to neophytes present a special prob- The DM should design a short
have the player purposefully over- lem for DMs. Every player remem- adventure that can be played to
look any attendant curses. bers his first encounters with completion in one game session. A
Disallow any magical (or techno- fantasy role-playing. when nobody "game tournament" style ap-
logical) item which would unbal- really knew what was going on, or proach, with a definite goal, is
ance game play. If the DM has not which monster was which—but probably the best way to go. The
allowed players in his own world to gosh, wasn't it great? Throwing player characters mysteriously ap-
acquire such items, then they greenhorns in with veteran play- pear together and must find out
should disappear between trans- ers ruins that journey-of-wonder what they have to do. Contrary to
ference (to be held safely in limbo). feeling. The vets will be spouting the recommendation that the play-
Finally, tell the player what will gamespeak jargon and rolling dice ers' actions have a real and mea-
and will not be allowed in the DM's without explaining themselves surable effect on the world, this
world. Be honest and firm. If the and the new guys will feel lost and adventure should take place on
player's favorite character must be worthless. the DM's world, but not be a part of
stripped down to fit his new home, The good DM owes it to these any major story or plot line.
the player may elect to create a new players to let them get their
new character instead. feet wet first. Have them explore a
few low-power areas as 1st level
New Players adventurers (possibly with a few
henchmen controlled by veteran
Over the course of time the DM PCs along for the ride). Let the new
should expect his game campaign players make the decisions with
to lose old players through attri- no help from the experienced play-
tion (they move, they graduate, ers and after a few supportive
they get married, they get new game sessions like that, they will
jobs, they get bored). Similarly, feel comfortable as companions to
new players will be joining the their more experienced comrades.
campaign, in the form of experi-
enced players, inexperienced novi- Hosting One Shots
ces, and brand new neophytes
(they are easily recognizable as the What does a DM do when cousin
players who think dice only have Bob shows up and wants to play in
six sides). At some time or another, his campaign world, but the DM's
the DM will find the need to inte- regular group is in the middle of a
grate each one of these three types quest to save the world from the
of players into the existing cam- icy clutches of Kreplock, mage-
Dungeon Mastering is an art style, approach, and technique keep players out of mischief gets
which takes a few minutes to learn will be highly personal. More often old after a while. When a DM wants
and years to perfect. It goes be- than not a DM's style will be some- the players to act in a desired way,
yond world or adventure creation, where to the left or right of perfect he should do what he can to either
beyond social grace, even beyond neutrality. It's a hard path to fol- make his preferred choices more
advanced crowd control. It com- low, yet there exist general rules attractive, or manipulate events
bines vast amounts of creativity that most successful DMs follow, (not player characters) to give the
with the ability to make quick, ac- whether they realize it or not. players another opportunity to
curate judgment calls. It requires a choose "correctly."
mind that can visualize situations Don't Manipulate!
as they happen and determine the Never Favor Characters
probable (and often highly improb- One of the reasons the players
able) results of the actions taken have gathered to play an AD&D5 Often, in extended campaigns,
by the players and their charac- game is to experience the thrill of favorite personalities will emerge
ters. being a hero in another time and among the characters. It's a great
The ultimate goal is to provide place. They want to be the mas- temptation for the DM to favor
the players with gripping adven- ters' of their own fates, not the such characters. Such a character
ture within the fantastic realms of pawns of higher powers (which de- may never die (or at least is always
a shared imagination. Although all finitely includes the DM). In simple resurrected) and always gets the
players (including the DM) contribute terms, let the players decide how choice treasure. The job of the DM
to the quality of the game, ultimate their characters will act and where is to fairly administer the results of
success depends on the DM they will go. A good DM will not characters' actions. Playing favor-
himself. He is responsible for both force his players to make decisions ites is not appropriate and can only
its challenging content and riveting that match his goals and desires. lead to unhappiness. If a character
delivery. Even if the sequencing of sce- dies in battle or chooses the cursed
Prior to the game session, the narios is primarily preplanned, ar- sword instead of the magical ar-
DM will have prepared the con- range events so that the players mor, then the DM should not alter
tent: his world and the situations believe that they are choosing the situation. He should only give
and environs the characters will their character's actions and direc- the results of actions, not change
encounter. The need for dynamic tions. the scenario to favor one character.
delivery challenges the DM to be at DM manipulation most com- Character favoritism also ap-
his best as he presents the world to monly occurs when the players ad- plies to the creation of adventures.
the players through the eyes of amantly avoid involvement in a Try not to build a quest around a
their characters. scenario that the DM has spent single character. If that character
much time preparing or when the dies, then the quest is over for the
General Delivery players are bound and determined entire party and all the time in-
Developing the to do something stupid— vested is wasted.
something that will either kill their
art of a masterful delivery requires
characters outright or cause a ma- Never Punish Characters
both patience and experience. As a
jor, world-changing catastrophe
DM's playing skills mature, he (the particularly annoying kind
learns what fails and what works This is the other side of favorit-
where a continent sinks or the en- ism. A DM may dislike a player or a
as he slowly acquires new tricks tire political structure of a major
from other DMs and from his own character in his campaign. It hap-
land must be recreated). pens. Avoid the temptation to sin-
players. One of the most difficult In such situations it is better to gle out disliked characters for
challenges facing the DM will be improvise (also called "winging special unpleasantness unless the
that of maintaining neutrality, it") than manipulate. Heavy- character (not the player!) has
walking that fine line between be- handedness is usually resented done something to warrant pun-
ing either the enemy or a benevo- and even the "mysterious voice ishment and the outcome would
lent guide. Each DM's ultimate from on high" type warning to
advance the story line in a cam- and possibly determine what style Hack-and-slash.
paign. of delivery he will use. Style en-
compasses a variety of features: An important element of style
Never Choose Sides the pace of game play (fast or selection is maintaining a balance
slow), the way a DM interacts with between puzzle solving, role-
This cannot be stressed enough. his players, the ratio of combat to playing, and combat. The hack-
"Killer" DMs who take the side of puzzle-solving or role-play, how and-slash game ignores balance in
the monsters against the PCs are problems are solved, the humor favor of continuous violent heroics
as bad as those who purposefully level in the game, the ratio of dan- (fighting). At first most players
make the monsters ineffective by gers to rewards, and so on. * love the thrill of battle. But all
taking the side of the players Play styles are as varied as the fighting eventually degenerates
against the monsters. A good DM people who play the game, though into boredom. An all hack-and-
will play monsters and NPCs to most will fall into one of the styles slash game has the effect of put-
their fullest without actively trying listed below. Much as an author ting the players in a room with a
to annihilate the party, or giving must choose the way he will revolving door which admits an
them smarts or insight that they present his story (be it a mystery, endless line of monsters. This pro-
couldn't reasonably possess. historical fiction, horror, or epic vides excitement—for a while—
On the other hand, a 1st level tale), a DM must choose a method but gives little chance for non-
character should never be allowed he is comfortable with when pre- muscle-bound characters to
to single-handedly destroy an en- senting information to the group. operate at their full potential. After
tire family of red dragons. While no style is inherently bad or the characters have killed the
good, right or wrong, it's important kobolds, trashed the trolls,
Always Maintain Game Balance to match play style with the bashed the bugbears, decimated
Present the characters with overall personality and desires of the doppelgangers, wailed on the
challenges that are neither too the group, otherwise one may not were-rats, wasted the wraiths,
easy nor overly difficult. This is be able to say " . . . and a good time trounced the troglodytes,
best illustrated in combat situa- was had by all." obliterated the ogres, and
tions. If a party enters a room of
ores, adjust the number of ores
present to match the fighting ability
of the party. If it is a strong
party, increase the number and
upgrade their weapons. For a weak
party, reduce the number and arm
them with inferior weapons. Chal-
lenges which are too easy to over-
come can be boring while those
which are too difficult will cause
the players to become discour-
aged. Remember, even low level
monsters can be dangerous foes if
played cleverly.

Styles of Play
Once the DM
has established his neutrality (or is
at least aware of his shortcom-
ings), he should work on his
awareness of his own playing style
creamed the carrion
Historical Simulation

These are usually serious games.


Many are based on a particular
historical period and stressing "real
world" rules variations with very
little supernatural involvement.
However, more often than not,
simulation play focuses on
simulating adventuring activity
with a goal to make them seem
"real." Most variants focus on
combat, producing multistep sys-
tems which can be time-
consuming, tedious and often
morbidly gruesome. Speed and el-
egance of play are often the first
victims.
Successful simulation play fo-
cuses on making the players be-
lieve that their characters exist
within the confines of the simu-
lated period.
crawlers, even the most combat- Righteous Roleplayer The Silly Game
crazed players may desire a
change of pace. This style of play is purposefully
The focus here is on successful
Thinker role-play. Both the players and the laughable and unbelievable. Often
DM submerge themselves into the the entire game is a single joke or
Sherlock Holmes, the Great De- an extended series of puns. NPCs
personas of their characters. This is
tective himself, would be comfort- act like denizens of situation come-
a unique style that presents all
able with this style of play. It dies, monsters look and behave
information to the characters as
encourages the players to think they see it or as nonplayer charac- like cartoon characters, and the
their way out of situations (often to ters see it. To rabid role-players, player characters find themselves
the exclusion of other play op- the process of reserving a room for faced with outrageously ludicrous
tions). It is more a test of the play- the night can be as involved as an scenarios. Most adventures are sa-
ers' puzzle and problem solving encounter with the characters' tirical parodies of contemporary
skills than of their character's abil- arch foe. Character development is culture, pompous personalities,
ities. Taken to the extreme, this stressed over level advancement. and popular game systems. The
style of play presents a constant Players will seek to overcome player characters are the "straight
stream of enigmatic riddles, con- problems through the personas of men" for endless gags and punch
voluted logic puzzles, murky mys- their characters, not smashing, lines. Though such games are un-
teries, and a countless collection of zapping, or using brains that they deniably popular (just take a look
tricky, troublesome traps. do not have. This should be a pre- at the offerings of many game con-
Remember, when designing ferred playing style, and is usually ventions as examples), when pre-
problems and riddles, make them incorporated with other styles sented to players as a steady diet,
possible to solve. Fun quickly since it is essential that a fair the humor quickly loses its appeal.
evaporates in an impossible situa- amount of role-play take place in
tion. In every case, the clues order to create a believable game.
needed to solve the problem must
be accessible to the characters.
Monty Haul this style is that the DM may be fair game for the type of player (or
tempted to manipulate the players DM) known as the Rules Lawyer.
The relationship between risk in favor of a better story (or the The Rules Lawyer is an expert at
and reward can influence the style DM's predetermined outcome). bending the letter of the rules to his
of play more powerfully than al- This style is usually most successful favor (though the spirit of the rules
most any other factor. In the when the players are on the may be violated in so doing).
"Monty Haul" giveaway cam- fringes of the story instead of the Like the hack-and-slash style,
paign, the players gain treasures main focus. The DM can make the wargaming stresses combat. Yet
and experience points in a dispro- story line move as he desires, this is not battle for the sake of
portionate ratio to the dangers while the players are able to make mere mayhem, but conflict that of-
overcome. their own choices, free of the DM's fers strategic challenge and oppor-
With little personal risk, the manipulation. tunities for military problem-
characters greedily accumulate solving. While this style of play
magic items, gems, and gold. They Wargamer has a limited appeal, wargamer
quickly attain uncontrollably high style players have contributed a
experience levels, rapidly advancing This style is named for the mass heightened sense of competitive-
beyond the DM's ability to handle of military board game players and ness to the game.
them. To accommodate such miniatures enthusiasts who have
characters, the DM may find him- tried their hand at the AD&D® Political Play
self hopelessly sacrificing armies game. Because of their experience This style of play involves the
of ores and dragons by the dozens, with games that require a great characters in a web of intrigue as
only to realize that this just gives deal of strategy and tactics within a the players side with one or more
these ridiculous characters even very tight framework of rules, they rival factions in a political strug-
more ill-earned experience points! tend to need rules for everything. gle. These factions can be rival
Treasure, even wondrous magical Nothing is free-form. If the rules guilds, political candidates, barons,
treasure, becomes meaningless don't say it, it can't be done. How- towns, even countries. The
and valueless. How can finding a ever, if the rules are vague, they are
magic wand have any meaning
when the character already has
more than he can carry?
Warning!: Once this style of
play takes hold in a campaign, it is
next to impossible to dislodge it
without stripping the player char-
acters of their experience levels
and magical items.

Novel Style Play

The DM has a great idea for an


adventure . . . and unfortunately
. . . he often already knows the out-
come. He uses the player charac-
ters to write the scenes for his
great American fantasy novel. To
its credit, this style of play often
has great plot lines and a gripping
theme for its adventures. The
characters' actions feel as if they
are part of a book. The danger with
faced with diplomats and politi-
cians grappling for more power, the
choices are more difficult.
Eclectic
Eclectic games borrow elements
from a number of diverse sources.
In a sense, this is the best style of
play since at various times it par-
takes of all the styles mentioned.
Since any particular style can be-
come tedious, the wise DM will
constantly adapt and change his
style to fit the needs of his adven-
turing group.
Regardless of which style a DM
initially chooses, he may eventu-
ally find that his tastes and the
tastes of his players will change.
While change is normally good,
the DM should occasionally check
his style of play for the negative el-
ements that have been mentioned.
goals of these factions (whether ship. This group wants that done, Chances are that any real prob-
good, evil, or neutral) are to in- which in turn angers another lems in play style will become ap-
crease their own spheres of power group which retaliates. Perhaps parent to either the DM or the
to the exclusion of all others. Politi- the local citizenry want to over- players before too much damage is
cal factions within a town, throw the ruling power, or possibly done.
dungeon or country can be a reser- an evil wizard has the king under
voir of potential problems for a his influence and his rival craves How to Prepare
group to solve. that privilege. Scenario One:
Everything the player charac- Wars are an aspect of political
ters do affects the politics of the gaming, along with the diplomatic It couldn't be helped. Until an
area, maybe only locally or per- missions to avoid them. Politics hour before the guys are supposed
haps, worldwide. For example, the give the DM a lot of latitude in the to show, you were involved in a
characters kill a sheep-eating direction of an adventure. kill-or-be-killed table tennis game
dragon (or just convince it to To use this style successfully, with your room mate. Now you're
change its diet), it might unbal- great care must be taken to make gonna have to throw something to-
ance the tenuous relations of the the players influential in the political gether fast. But hey, you know the
sheepherders and the cattlemen. situations and not just pawns. stuff, didn't you just look at it, like,
The townspeople may in return, There are often a mirage of sub- just last week? Maybe you can just
elect one of the characters mayor, plots, and treachery is the ever use that module you bought at the
order the return of all the treasures present danger. Players and DMs hobby store last week. Great stuff!
found in the dragon's lair to the are attracted to the mystery and No need to reread that, its all ready
proper owners, or the dragon intrigue created when characters to go. Anyway, you've gotta run
might have been the pet of a prom- enter the murky world of the quest out and grab a bunch of munchies
inent wizard.. . for power. Players seldom know and soda pop before everyone
Commonly, political adventures who they can trust or which side is shows up. I mean, priorities first,
focus on covert power struggles, the right side. When faced with an right?
spy missions, and one-upman- army, the choices are easy. When
For those DMs whose prepara- the next game will be certain to
Scenario Two: tion time is limited, a highly orga- have an effect on the world which
nized and efficient use of that time can be noted ahead of time. This
You can't remember when is essential. Divide the game prep- will save you time when you set up
you've operated on this little sleep aration into six segments: for next week's game.
(but hey, you're so tired that re-
membering anything right now is Scenario Planning
beyond your capability). But i t ' s Character Update
worth it—your campaign is ready Take the time to lay out the ad-
for the big game today. You've If any of the player character's
venture you want to run. Be careful have been changed in some way
spent over 1OO hours devising the to provide for as many logical
penultimate encounter between by the actions which they took at
deviations from the main plot as the last game, be sure to update
good and evil (the ultimate battle you can. But don't worry, the play- your records on the matter. For ex-
takes place next week). There '11 be ers will think of something you
mayhem and carnage galore to- ample, did Thrang the Indefatiga-
didn't. ble contract lycanthropy from the
night! You've prepared for every
possible alternative . . . except werewolf he battled? Did anyone
Background Information go up a level? All of this informa-
one. Your players decide that they
really aren't ready for the penulti- tion must be carefully maintained
Determine what information the so that the referee can always have
mate encounter with evil and just characters will have available to
want to bash a few more orcs or accurate data at arm's reach.
them at the start of the game. If
harass a dragon or two. You hadn't more data will become available
prepared for that option and your later on, document it and have it Alternate Scenarios
befogged brain has difficulty even on hand when they need it. Player
deciphering a monster manual let hand-outs are a very effective way Finally, give thought to what will
alone coming up with an adven- of dispensing information when it happen when the players decide to
ture on the fly. Sometime during becomes available. go or do something for which the
the game you fall asleep face down DM has not yet prepared. This is,
in the chip dip, burbling out your perhaps, the toughest area of the
NPC Statistics
world's darkest secrets between six to develop as it requires you to
onion-scented snores. Out of re- determine what unexpected things
Generate the non-player charac-
spect for you, the players keep the your characters might do. If
ters which you will need for a given
volume on the TV turned down. expecting the unexpected sounds
scenario. Be sure to give them all
like something of a paradox to you,
the detail they need, but don't go
Successful gaming is more than then you've got an understanding
overboard. Make notes of an PCS's
an impromptu performance in a of the problem.
personality traits and motivations
fabricated world for a group of in- so that you can quickly determine
dividuals who just happen to be his or her reaction to anything the Be Prepared!
available and interested in the characters might do or say.
AD&D® game. Good gaming expe- Clearly, the
riences require creative prepara- more preparation time spent on
World Update planning the scenario, the more
tion (and it is possible to over
prepare!). While most of this bur- detailed it will become (up to a
Determine the effects of your point). Each DM will have his own
den falls on the DM's shoulders, last gaming session on the world in
advance preparation by the players style of preparation. Some will pre-
general. Are there maps that need pare adventures far in advance
will help the adventure run updating? Were important NPCs
smoother. In short, the more de- while others frantically get ready
killed? Anything which might be just before game time. Some DMs
tails that can be resolved ahead of
important to the campaign world write out their adventures in min-
time, the less often the game will
in general should be noted here. ute detail, much like commercial
have to be interrupted.
Also, it may be that the events of
adventure modules, while others too) and fit them seamlessly in the player characters. It's very
make simple listings of room con- DM's campaign. hard to secretly make a check
tents and still others scrawl out against a character's Intelli-
crude maps and write cryptic
Get Organized gence attribute if you have to
notes to themselves to jog their All too often a gaming session is ask for it.
memories about what they in- ruined, or at least severely dam- • Make maps so they can be used
tended. Each method is correct so aged, by a DM who can't find his separately from their content
long as the DM has enough mate- material. He knows that he wrote descriptions. Use very simple
rial to smoothly and enjoyably run it. He's fairly certain he put it into a map keys and symbols when-
his adventure session. notebook. He just can't put his finger ever you can.
on it. • Keep descriptions of unique
Allow Time to Design Of course, it may not be that the treasure items or new monsters
information has been lost. If the separate from adventure write-
The DM must give himself ade- party is engaged in a running battle ups, possibly in a separate
quate time to prepare for an adven- with the monster they met earlier notebook.
ture. Too little time and he cheats in the adventure and the DM • Use dividers with index tabs to
his players out of potential enjoy- recorded its statistics only in the separate sections of game infor-
ment. Too much time and not only section of the adventure which de- mation. It's so much easier to
has he created more material that tails the monster's lair, a similar find a section clearly marked
he will use, but he has also cheated problem arises. In this case, the "Dungeon of Megadeath, level
himself out of personal time that DM must constantly flip between 8" than to hunt for a plain dog-
may have been better spent. the changing encounter area de- eared Page halfway into the
There is no way to say exactly scriptions and the page with the notebook.
"this is the correct amount of time monster's stats. • Make a quick list of important
to spend preparing for a game" Regardless of how the DM puts adventure features (like mon-
since so much depends on the his material together, he needs to ster lairs, key treasures, magi-
DM's design and play style. A good put it in a ready-to-use form. DMs cal items, NPCs, towns, etc.)
rule of thumb is for preparation can save endless flipping through and note their locations within
time to equal playing time. If a notes by following these organiza- your notes, much like an index
game is going to last three hours, tional tips: or a table of contents.
the DM should spend about three • Make "at-a-glance" reference • Keep copies of your players'
hours preparing. However, a DM sheets for the non-player char- characters in your records. Be
who likes everything spelled out, acters and monsters to be en- sure to include information the
with encounter descriptions he countered. Record their vital DM knows about the character,
can read verbatim to his players statistics in a manner that is but that a player may not, such
will need more time, while the DM easy to use. Include armor as cursed weaponry and armor
who can make things up on the fly class, hit dice, hit points for or secrets from the character's
may need considerably less. each creature, the number of past.
Even if the DM is using adven- attacks and the damage
ture material prepared by some- caused, movement rate, align- "Know thy Stuff!"
one else (as is the case with ment, THACO, the source ma- In spite of the DM's skills at ad-
purchased or borrowed scenarios), terial from which the monster venture creation or how efficiently
he must allow preparation time. was taken (for more complete he organizes his notes, he must
The material must be read and details), and whether it has any KNOW the adventure scenario be-
possibly even customized in ad- special attacks or defenses. For fore the game session, otherwise
vance to fit the DM's campaign. NPCs, also give a brief listing of
his players will quickly tire of
Slight plot changes and name personality, appearance, im-
"Wait a minute while I see what's
changes, map modifications and portant possessions, and
supposed to be here." Read and re-
so forth will disguise most adven- speech patterns.
• Do the same thing for the view all relevant campaign materi-
tures (players buy scenario packs
als ahead of time. Know where the Detailing the personalities that including any movements by major
players are and what they were do- the characters are likely to interact NPCs.
ing last game, be familiar with with, will prevent the necessity of Thus, it is critical that the DM
their foes and up-to-date on the impromptu creations during the update the world situation from
status of the world. game. The motivations and histo- time to time to determine if the
As stated previously, advance re- ries of NPCs can become the basis characters might be in a position
view is especially important with for future adventures. to be affected by or encounter a
purchased or borrowed scenarios. time dependent event. Note that
When running a game that is not Your Changing World troop movements are often wider
of his own creation, the DM must in scope than the location of the ac-
spend enough time to become For every action there is a reac- tual army. Recruiting may be taking
thoroughly familiar with its de- tion. This law of physics also has place in the PCs town, foraging for
tails. When a DM creates his own truth in a fantasy game world as supplies may bring troops into their
world and adventures, he usually well. The characters' actions may area, or scouts may be spying in the
has more background information cause a reaction in their world, area and assume that all armed
in mind than he actually writes even changing the nature of real- personnel are the enemy and
down. With a purchased or bor- ity. For example: the player char- report the characters' position to
rowed adventure, this is not the acters destroy a dragon that has their commander. Thus characters
case. The information is present, been devouring sheep and cattle in may innocently become involved
but may be in such abundance an area. This alters both the area's in a war they want no part in, but
that important details can be over- economy and its political climate. where treasonable desertion may
looked. Make notes in the margins The afflicted village may have be punishable by death.
(or on those little adhesive backed been isolated from the outside The world calendar must also be
note papers) to highlight details or world due to the danger of the updated to include any changes
scenario alterations. dragon. Thus they enjoyed a mea- caused by the characters (such as
sure of autonomous freedom. Re- the previous example of the
Establish a Background moving the fear and danger of the dragon). It is possible that a small
dragon alters this. group of adventurers could alter
Creating background informa- world events significantly. Most
tion can easily become as involved The Passage of Time generals must depend on their
as planning the scenario itself (if couriers to coordinate attack and
not more so). Background infor- Organized DMs usually keep a movements. Capture of a courier
mation encompasses the cast of calendar of events for their world. could have dire effects on the ensu-
significant NPCs (with individual They plot the times of recurring ing battle and alter the entire
descriptions, personal histories, major events such as seasonal world situation. If the characters
and motivations for major NPCs— changes, full moons, eclipses, holy were to capture or prevent the cap-
see Making NPCs Live), player days, festivals, gatherings, and so ture of such a courier, they have
handouts, stories and legends that forth. From here the DM can go on significantly altered their world,
may be heard from the local folk, to plot the future of the campaign, not necessarily for the better.
surrounding natural and unnatural primarily those things outside the
environment, political and social control of the characters, like A Note On Alternative Scenarios
situations, and any other special wars, invasions, troop move-
features that are not intrinsic to the ments, earthquakes, volcanoes, It's bound to happen. The DM
DM's chosen adventure scenario. floods, and so on. Characters al- can prepare for every imaginable
Most of this information should ways run the danger of blundering alternative and outcome to his ad-
center around the town or setting into one or more of these events. ventures and more often than not,
in which the adventure begins Furthermore, some of the occur- his players will choose an option
(beyond that which the DM set rences in a DM's adventure plots he either overlooked or, more
forth in his creation of his world). may be time dependent. These too likely, didn't imagine.
should be recorded as they occur, Even so, it is possible to accom-
modate those adventurers who of self determination as it dawns done as it now becomes a part of
choose paths other than the one on them that the DM not them- the DM's world.
the DM would prefer (and squashing selves controls what they do and Go with it, wing it and have fun
them like insects is not a par- where they go. Consider it a subtle with it. Improvise! Some of the
ticularly mature solution). If time (or overt) form of rebellion. best adventures are the un-
permits, go through the scenario. Before the DM blurts out "You planned, and besides, sooner or
Imagine what would happen if the can't do that," (or reveals his total later, they'll head back to the DM's
characters do the wrong thing in a lack of preparation in that area. original plot line (with luck.)
key encounter and survive. What which only encourages the players
if they drink the wizard's store of further) he should consider letting
potions? What if they decide to pilfer the player characters go where Player Preparation
the town instead of heroically they will while he makes things up Make the play-
defending it against unbeatable on the fly. This is a true test of his ers responsible for some of the
odds? What if they kill the NPC design and storytelling skills and game preparations. If one or more
that they should have aided? often leads to the best adventures new players will be joining the
What if they make friends with the for both players and DMs alike. group, ask one of the "vets" to
bad guys? What if they don't com- Improvisation is not as difficult walk the new folk through basic
plete their mission, but slink off as it sounds. Essentially, the DM is character creation and a brief ex-
into the wilderness? What if . . .? preparing material as he plays it planation of the rules. Let some-
Don't write out full blown solu- out. Keep things simple and don't one other than the DM be in charge
tions to these "what ifs;" just make major changes in the envi- of arranging a time and place for
make notes of what might occur ronment. If the PC party has been each game and contacting all the
and where things could possibly exploring a forest, keep them in players. Encourage the players to
go from there. Give some thought forest. Rely on encounter tables for bring their own snacks. Have the
to how events (not characters) what creatures they might dis- players keep a journal of their ad-
might be manipulated to put the cover. Introduce random encoun- ventures and reestablish the mood
plot line or world back on the in- ters with NPCs who will become and setting for each adventure by
tended track. In the likely event important later in the adventure. prefacing each play session with
that whatever the players do is still This may even be a chance to readings from the journal.
beyond the DM's imagining, pay use previously prepared material
close attention to the section on that the characters have avoided
"Winging It," or what to do when before. An unused dungeon level
the players decide to go where no could become part of an aban-
design work has gone before. doned temple. Although it violates
what has been said about using
Winging It pre-prepared scenarios, consider
leading the player characters into
In spite of en- a mini-scenario taken from a mag-
gaging adventure hooks, regard- azine or adventure anthology.
less of the rumors spread by NPCs, Foreshadow future campaign
in the face of less-than-subtle hints events by giving the characters a
by the DM, game players will often close, but inconclusive brush with
choose to go places or do things for the major evil in the world. Try
which the DM has done little, if any scaring them with something obvi-
preparatory work. A common ously out of their league (although
cause for this is DM manipulation. the players can easily surprise the
Players like to feel that they are in DM in this regard by outwitting,
control of their fates. Continually rather than outgunning his men-
biting at the DM's scenario bait acing horror).
slowly erodes the players feelings Keep notes on what is found and
A DM's goal as storyteller and of those who have traveled the tively control the pace at which
game moderator should be to con- DM's path before. Read and heed, events and actions take place in his
sistently give his players won- but ultimately, it is one's own game. Pace of play is an intangible
drous, dazzling, and above all, imagination and personality sort of thing that partakes of the
thrilling adventures. Toward this which must take control. speed, variety, intensity, and
end, he must be able to set a mood, continuity of game play in an ad-
create an atmosphere of suspense, Pacing the Play venture. Speed refers to how fast
break that suspense with humor, the action in a game takes place.
and effectively role-play all the The ideal ad- Variety suggests a selection of play
"bit" parts. He must get the action venture game session plays like a styles and encounters, including
moving when the game slows good book reads. There are times combat, puzzle solving, and role-
down, then slow it down when when it moves slowly while the play. Intensity has to do with the
things happen too fast, know players soak up the rich atmos- level of suspense the DM has cre-
when to stick in a much needed phere of the DM's world of wonder. ated in the game—from a peaceful
break, and just as important, Suddenly the action builds to a fu- or even silly "none at all" level to
know when to call it quits for the rious climax as swords swing and the "nail biting fear and frenzy" often
night. spells zing in pulse-pounding ex- associated with movies where
Mastering the art of DMing will citement with little time for com- undefeatable alien monsters eat
take imagination, perseverance, plicated planning. Then the rate of everyone but the heroine and the
and time. Like most art forms, play relaxes and once again, the kid. Continuity then, is the way
there are really no hard and set players can take their time to plot that events logically and believ-
rules as to how things must be and plan and prepare. As a ably fall together in an acceptable
done, only the recommendations storyteller, the DM must ac- or at least reasonable manner.
Controlling the pace of play may they could no longer be shocked by sions, they concoct devious
well be one of the most important what they saw and could feel no schemes to buy themselves a little
steps toward becoming a master relief when it ended. breathing room. The cure is the
DM. In the same way that he de- same as for monotony malady: try
signs his world and scenarios for Scenario Three variety.
maximum enjoyment, he must Visualize an artsy foreign film At the other end of the spectrum
learn to orchestrate the compo- with constant and visually confusing is the DM who throws nothing but
nents of game pacing. He must changes of scenery, point of view, change-up pitches at his players.
know when to speed up or slow pace of the action and such. Things Every game it's the same old thing,
down the play, throw out the rules change so rapidly, that its hard to variety! Just as the players be-
for more enjoyment, or call a break get a handle on what's going on. come comfortable with one style of
for his fatigued players. Just as im- The action speeds up and slows play, the DM interrupts it and radi-
portantly, he must know when down in what seems an almost cally changes what's going on in
NOT to interrupt play. The DM random manner, leaving the viewer the game. The players are not cer-
must learn to be aware of nonver- lost and confused. tain whether they are even in-
bal feedback from his players and Although these scenarios ini- volved in campaign play. Like the
be able to understand what they tially appear to have nothing to do disjointed film, the game suffers
are telling him. Such feedback with game playing, each can be di- from a lack of continuity. The players
might come in the form of yawns, rectly related to the way a DM become jumpy, even unwilling to
interplayer chatter, or shortened manages his game sessions. In try new things. This DM needs to
tempers. each one, the audience, or in the slow things down until his players
While the goal of a game may be case of a game, the players, are lost tell him to change the pace.
to have the players on the edge of because the pace of the presenta- In general, learning to read a
their seats, when the tension tion falls apart. group and altering the pace of play
seems too high, or the sighs of frus- The DM who consistently main- to accommodate both the interests
tration become too great, it might tains a single style of play or type of the players and the needs of the
be time for a break. of activity in his game is like the adventure story line comes with
When examining his own style boring speaker. He becomes pre- experience. These few rules can be
of play, the DM may wish to con- dictable and regardless of his helpful until the DM knows his
sider the following scenarios: world or adventure design skills, own play style better:
Scenario One his games extend on in boring
sameness. If the DM catches his Get the players moving
Imagine listening to a speaker
who drones on and on in a mono- few remaining players reading the
labels on the potato chip bags for If the players discussion about
tone voice, never varying the pitch their next move has deteriorated
of his voice or the rate at which he excitement, he is probably suffer-
ing from monotony malady. The to a petty quarrel, or has gotten off
speaks. Though the content of his the subject onto idle chatter, make
speech may be of great impor- cure in this case is simple: add va-
riety. something happen. Sometimes, it
tance, one by one, his audience may be enough to cast a couple
drops off into slumber. The DM who diligently (and with
good intentions) works to main- dice and make a quick (meaning-
Scenario Two tain the level and rate of game play less) note on paper. This is espe-
Picture a fast-action horror at a fever pitch, demanding that cially useful if, at least once in a
movie. Bodies gruesomely splatter his players not only think on their while, a wandering monster or
left and right faster than the feet, but that those feet be running other event actually occurs. An-
watcher can keep track. The level at top speed, is just as guilty. His other way is to ask for immediate
of terror builds relentlessly with no players can't stop to think or plan action. Turn to one of your players
relief, until finally, the movie ends. during a game. They either re- and ask "What is your character
Yet somewhere, back in the mid- spond by blasting everything they doing right now?"
dle, the audience lapsed into a see before it has a chance to hit
stunned overload mode where them first or between game ses-
Create Unusual Puzzles game decisions. Try the following sonate one or more party mem-
rapid play techniques: bers, the most common result is
Counterbalance a hack-and- that one group is bored while the
slash tendency, by setting up situ- • Keep the player group small, no other plays. To keep the game
ations devoid of monsters that more than six players and only moving when the party splits, sep-
require innovative solutions. six to eight characters. arate the groups and move back
• For each turn or round of com- and forth between them. Allow
Dead or Alive? bat, give the players a short only a few rounds/turns to pass be-
time period to mutually discuss fore switching. Enforce rapid play
Another option for foiling the options. For combat rounds, techniques. Encourage the groups
combat-crazed is to have some the time should be very brief. to rejoin as quickly as possible.
creatures, even evil monsters, be • Discourage unnecessary chatter
more valuable (or important to ga- during a game. Establish a Plan Breaks
meplay) alive than dead. Consider what you say is what you do
the problems caused when a spe- atmosphere. If a player says it, After a particularly intense period
cific monster is the only source for his character says it. of gaming, a short break helps the
important information, and the • Have a predetermined order in players recuperate. Usually a 10
group just killed it. which players take their turns. or 15 minute break every two
During this time, keep discus- hours of play is enough. Plan
Comic Relief sion to a minimum. breaks at natural stopping points,
• Make sure all needed dice are such as an interlude between
It's only a game, right? Try tell- on the table. If possible, encour- encounters, or at a cliff-hanger,
ing that to the player who is just age players to bring their own just when something exciting is
about to lose his favorite character. dice. about to happen (which usually in-
Break his tension and get the game • Be willing to make rules up. No volves personal peril to the player
back on track by playing up the foi- DM can know every rule. characters).
bles of one of the NPCs (or the op- Rather than look up obscure Encourage the players to get up,
ponents). Go for broke (try rules, make an on the spot walk around and take care of ne-
unabashed slapstick or out-and- judgement call. Use common cessities. This is also a good time
out silliness). Have that halfling sense and take situational fac- for refreshments if the group is so
hireling drop his lunch sack and tors into account. Make sure inclined. Otherwise, let the players
scramble around reclaiming his penalties for failure are fairly use the time for open chatter about
prizes, all the while tripping up balanced by the potential re- recent events or to plan their next
combatants, who in turn slip on ward for success (and vice action. The DM can use this time to
squishy fruit (hey, it works). versa). catch up on any bookkeeping that
• Be willing to fudge a die roll or might be necessary or to simply
Keep things lively overlook an obscure rule if it catch his breath! Rolling up new
would damage the pace of play. characters to replace those who
Try to keep talking to the players have passed away can also be done
even while searching through Avoid Splitting Up at this time.
manuals or notes.
Unless the DM can split himself Know When To Quit
Encourage Rapid Play in two, he should discourage
actions where one half the party It's generally a good idea to have
Create a rich game environment goes one way and the other half an- an agreed-on stopping time. Like a
with colorful descriptions and other. While it can provide some runner, a DM needs to conserve
vivid NPCs. Give the players room interesting dramatic possibilities, enough energy (both emotional
to role-play. Don't force them to act such as the rescue that arrives just and physical) to make the last half-
without thinking, but on the other in the nick of time, or situations hour of game play as enjoyable as
hand don't let them dawdle over where shapechangers can imper- the first. Games without end are
rarely enjoyable by all parties in- cides to streamline the rules to re- make excellent decorations if the
volved. As the ending time draws solve combat more quickly. players aren't too "grown up" to
near, the DM needs to watch for an Strive to arrange events such appreciate them (older players
obvious stopping point (again, in- that each play session accom- may appreciate these more than
terludes and cliff-hangers are plishes some significant part of the the younger ones).
best). As a warning though, the story. Use the same guidelines for Sound effects records and tapes
DM who sets up a cliff-hanger end- arranging events during a play can provide creaking doors, clank-
ing for his game session will find session as were used when design- ing chains, moans, groans and
himself under immediate pressure ing the adventure. screams. Again, Halloween tapes
to resolve the situation. Everyone Try to open each game session can provide weird soundtracks,
wants to know what happens next. with action (remember the 'hook' but the DM may want to check on
It is better to quit while the players that grabs the players' attention) the availability of specific sound ef-
are still interested and excited, and then close with action at the fects records at a school or public
than to continue gaming past rea- end, even leaving the characters library.
sonable endurance. hanging with something j u s t A costume is whatever makes
about to happen. someone feel more a part of the new
Scripting an Adventure world. It can be as simple as a hat,
Building a Dramatic or as complex as a suit of armor if
It is possible to prepare (or at someone happens to have one lying
Environment around. Parts of costumes can also
least attempt to prepare) the pace
of the adventure in advance. If the Total involve- be used as props to actually aid in
DM can imagine his adventure as a ment in the game requires the in- the game play process.
story, then he should continue the clusion of more than just the Encourage players to bring any
analogy to make each play session players' visual senses. Adding of their own items that might
into a chapter of that story. Before sounds or smells to the adventure make them feel more at ease in the
each game session, set up goals enhances the total experience and new world (so long as the game
which the players could possibly further stimulates the players session doesn't turn into a regular
accomplish during the course of imaginations. show and tell event).
the session. If the DM is running Develop a proper mood at the be-
one of his predesigned adventures ginning of an adventure by deco- Playing Pieces
(see Creating the Adventure) the rating the play area, providing
events of the play session should player hand-outs, including props Miniature figures arranged on a
be a subset of those needed to work and sound effects, or even encour- battle board can help both the
out the events of the DM's plot. aging the players to arrive and players and the DM visualize the
Even if the players are just ex- play in costume. These prepara- spatial relationships between their
ploring part of their world, decide tions don't need to be elaborate, characters and any foes. Minia-
what events and situations the just whatever is at hand that will tures help some players eliminate
player characters might logically add to the flavor. problems found in developing a
encounter. Guesstimate the Fantasy theme posters (includ- mental picture of their surround-
amount of time that those encounters ing calendars) depicting magical ings from the DMs descriptions.
might reasonably take and adjust beasts and forests or showing ar- Numerous manufacturers pro-
the events which might happen cane battles can be purchased in vide a broad array of excellently-
based on the amount of time most bookstores and help get the sculpted metal and plastic
allowed for the game session. players thinking about fantasy ad- figurines. Many adventure game
Arrange the events, if possible, to venture. Although they may be a players enjoy collecting and paint-
alternate fast-paced action with bit on the hokey side, leftover Hal- ing miniature figures and if asked,
slower periods of play. Remember, loween props (in the form of fold- are often more than willing to let
complicated multi-character, ing skeletons, bats, cotton-candy other players in their games use
multiple-opponent combats can be spider webs, fiendish jack-o'- them. For players on a restricted
lengthy affairs even if the DM de- lanterns or ghoulish ghosts) can budget, colorful stand-up card-
board figures are a less-expensive tures (where an inch usually to represent important pieces
alternative to the 3-D miniatures. equals five feet). Some mats are of treasure.
If miniatures are not available in even transparent so that the DM's • Make homemade flash cards
any form, try making cardboard predrawn maps can be placed un- for monsters, NPCs, or magic
playing pieces. Write character der them allowing the map grid to items. Photocopy an illustra-
and monster names on 3/4-inch provide the necessary scale. Of tion of the being or object and
square pieces of light cardboard or course, gamers on a budget can mount the picture on a 3"x5"
index cards and indicate which always use the nearest flat surface index card (this is for the DM's
side of the playing piece is the and provide a map scale with a personal, noncommercial use).
character's front (or his 'facing'). cheap plastic ruler. Place important information
For groups of monsters, just make a about the pictured thing on the
couple sets of boldly-numbered Props reverse side of the card. Show
playing pieces (remember to differ- the cards to the players when
entiate between the '6' and the '9' Props are not necessary to the ad- needed.
by underlining the number). That venture, but their inclusion adds to • Use books with photos of real
way the DM can call out the foes by the flavor of the game. A prop is es- castles to depict castles in the
number during encounter. If possi- sentially any physical object or vis- DM's game world.
ble, use a different color paper for ual aid that can be used during a • Use models of castles, build-
each set of these monster pieces. game to evoke a mood, enhance ings and even dungeons to de-
Yet another alternative is to use play, or aid the players in solving pict and lay out encounter
playing pieces from dismembered problems. The following are sug- areas. This can be fun even if
or defunct board games that may gestions for props, many of which miniatures are not used during
still be lying around the house, in- are readily available to players: play.
cluding old chess and checker • A cardboard box or jewelry • Use wood blocks or locking
games (although ambushing the chest that can be used to repre- plastic bricks to build walls,
top hat, the iron and the race car sent a trapped treasure chest. rooms and even entire castles.
with a ravening band of white The players can show, instead • Use playing pieces from board
pawns led by a huge red checker of tell, the DM how they will go games to represent treasure,
may strain some player's suspen-, about opening it. monsters or odd artifacts.
sion of disbelief). • Chess boards always seem to • Make player handouts, includ-
Using miniature figures assumes find their way into game adven- ing maps, scrolls, wanted
a playing surface. The term "battle tures. Having a board and posters and deeds.
board" includes a variety of pieces available allows the ad- • Provide sample items from a
playing surfaces. Hard-core venturers to either play out a typical adventurer's inventory;
miniature wargaming enthusiasts chess problem or puzzle out a like mirrors, flasks, hammers,
may have tables filled with sand at room based on a chess board magic wands, spikes, and so
home (although these are less- (without having to draw the on. While sitting at the table,
than-portable playing surfaces). board). the players can show how they
Other players often use large • A stuffed animal or plush fan- might use them.
sheets of graph paper marked off tasy monster can provide a lot
in inch or half-inch grids. Vinyl ga- of laughs as it mugs for a wiz- Mood Music
meplay mats are gaining in popu- ard's familiar. Hand puppets
larity. These flexible playing are even better. Try having the One of the easiest, yet most effec-
surfaces are marked off in either puppet carry on a conversation tive, ways to set the mood is
hexes or square grids. The one- entirely in pantomime (no through music. Soundtracks of
inch size are the most popular for speech—movements only). science fiction and fantasy movies
fantasy gaming. Washable over- • Use glass beads, play money are available at nominal cost and
head projector pens are used to coins, begemmed costume jew- provide an excellent background
draw the encounter areas in a elry (from flea markets and ga- for the session. These soundtracks
scale appropriate to the minia- rage sales), and other trinkets have been programmed to express
through music the adventuresome with cuing up the appropriate For a monster lair, suggest a cat's
spirit we all feel within us. Some movement at the right time, make litter box or an animal barn with
make us feel daringly heroic, while an audio tape of each piece (one just a hint of ripely rotten garbage.
other pieces raise the hair on our piece of music per tape—so the DM The odor of spent fireworks is similar
necks and chill our souls. The DM may wish to use inexpensive to that of brimstone. A well-
should choose soundtracks that tapes). preserved mummy might share
will evoke the desired moods. odors in common with both a spice
Classical music is another great Smells rack and a paint storage cabinet.
source for adventurous mood mu- Obviously, not all players will re-
sic, particularly selections from Smells are more difficult to late to these smell descriptions,
classic symphony composers such achieve in setting the mood, since but those who do may suddenly
as Hoist, Tchaikovsky, or Rimsky- "Eau de Dragon," and "Essence of experience the adventure in new
Korsakov. Wagner's Ride of the Dungeon" are not popular per- ways.
Valkyries, for example, is exciting fumes. To be honest, most players
battle music. If the DM lacks a may wish to avoid smelling a Player Handouts
broad selection of classical music, dungeon or a dragon (and just as
check with the public library. many may object to simulating a Players really enjoy it when the
Many libraries lend records and forest clearing by spritzing the game master gives them some-
tapes. The following is a tiny sam- room with air freshener). thing tangible, something that
pling of recommended composers In some ways, this is truly unfor- they can hold in their hands to
and appropriate pieces. tunate. Studies have shown that read and reread at their leisure. If
smell, of all the senses, evokes the the thing looks like something
Beethoven Symphonies 2, 5, strongest emotional responses. other than a computer printout,
7, and 9 This is especially true of remem- then its even better!
Berlioz Symphony bered smells. People establish Suggestions for handouts that
Fantastique strong links between odors and ex- simulate things that are part of the
Bruckner Symphony #6 periences. The aroma of baking game include maps found as a part
Haydn London Sym- bread can conjure up pleasant of treasure hoards, letters to the
phonies (12) The memories, while someone who characters, official pronounce-
Hoist Planets Symphony has escaped from a burning build- ments from the ruler of the land,
Mendelssohn #4 Night on Bald ing may tremble in fear when he pages apparently removed from
Mussorgsky Mountain catches even a faint whiff of old books, deeds to property, birth
smoke. certificates, and other official doc-
Rimsky- Scheherazade With this in mind, the DM should uments (such as inventory lists or
Korsakov William Tell try to evoke vivid game imagery by intercepted messages).
Overture drawing upon the experiences of An artistically adept DM might
Rossini
1812 Overture his players. Consider situations use pen and ink to calligraphically
Symphony #6 in our world that relate to the ones letter a scroll on yellowed vellum,
Tchaikovsky Pathetique in the game world. while a DM with a computer could
Ring Cycle Saying that a cramped dungeon print out the same thing in a fancy
operas cell smells "bad" has no emotional type font and then "age" the pa-
Wagner Lohengrin meaning. Since beings have prob- per.
ably been trapped in here without Along with other props, player
The DM should the benefits of indoor plumbing, handouts can help the DM estab-
note that most symphonies are evoke memories of school locker lish what is going on in a game. A
rooms, rustic road side restrooms simple but fun way for a DM to set
composed of four movements or
or even the stairwell of a public up a game would be to have things
segments. Not all of them will be
parking garage. in the playing or gathering area be
appropriate background music.
A damp tunnel might smell like clues to the coming adventure. It
Rather than fumble may be a reward poster hanging
an old musty, mildewy basement.
on the wall advertising a 1,000 don't need to know that. players crazy if used properly. For
gold piece reward for the return of When the players ask what they example, when characters are
the mayor's daughter, or a wanted see during a situation, simply an- walking down a deserted hallway.
poster for their own characters swer, "The hallway seems to be tell them that they "perceive noth-
who were seen last week tearing empty at this time." ing out of the ordinary." This does
up the tavern. It could be a broad- Always leave a shred of doubt. not mean that there actually is
side (newspaper) highlighting the The players never really know if nothing out of the ordinary, only
events that have happened in the the hallway is actually empty or if that they see nothing unusual. If a
region since the characters' last they simply cannot see what is DM gives answers like, "nothing is
visit. This is often a newsletter- coming. Maybe they should have in the hallway," or "the room is
style handout given to the players searched more or even not empty," he is giving too much in-
as they arrive. searched at all. Doubt and uncer- formation. The player should not
Handouts might also summa- tainty are the building blocks of know if the room is really empty.
rize information that the charac- suspense. Use them to create an They only know that, with their
ters would be aware of if they had adventure in which anything is five senses and any magical aids
grown up in that world, such as possible. they are using at the time, the
the basic tenets of the popular reli- room "appears empty."
gions, peculiar customs of the area Misperceptions Players eventually learn to
they grew up in, or brief histories "read" their DM (especially true
of the politics in the area. Try to phrase responses to for players married to their DM).
Whatever the process used to player questions about what they They will learn to pick up clues
create and present a handout, the see, hear, taste, smell, or feel in about dangerous places or situa-
end result is a playing aid that terms of what their characters tions without the DM consciously
both communicates information could actually perceive. Omit in- giving any. If a DM states that a
to the players and enhances their formation or details that the DM room is "empty" one time and that
feelings of participation in the feels a character would not detect they "see nothing" another, sharp
DM's fantasy world by making through his senses or have the players will know that something
them personally a part of it. presence of mind to be aware of. hidden is there. Keep the level of
Adapt information to fit the char- doubt constant.
Suspenseful acters' (or players) preconceived Another good tactic for fooling
notions about their world, including your players in this situation is to
Disinformation. any rationalizations about why say outright "the room is empty".
Acting can also things might happen or exist. With a sigh of relief and an inner
be used to create suspense. There Consistently use suspense- feeling of great self-confidence,
is nothing more frightening to a creating words or phrases when they walk in and are ambushed by a
player than a DM's secret chuckle. giving answers to your players handful of invisible monsters. If
This knowing laugh implies that questions. These include: it ap- you think that you are being read
the DM knows what is going to pears, it seems, presumably, ap- by your players, simply take note
happen next and that it won't be parently, possibly, supposedly, of your own keys and then use
pleasant. The chuckle's effect is most likely, in all likelihood, or (my them to your own advantage. In
enhanced when the DM combines personal favorite) as far as you can the end, the players may well de-
it with rolling several dice and flip- tell. cide that you aren't so easy to read
ping through manuals or notes. These phrases emphasize that after all.
It's amazing how quickly inatten- the character cannot know if any-
tive players are suddenly search- thing is in the room, only that they Loose Lips Sink Ships
ing the room or guarding the door don't see anything. After all, it
to prepare for whatever nasty crea- would be impossible for a character The old "dice rolling and evil
tion the DM has summoned. Of to know anything with absolute chuckle" trick is particularly useful
course, he may not have sum- certainty. if the game has slowed down due
moned anything, but the players Vague phrases will drive the to idle chatter among the play-
ers. Of course, excessive talking is warrior trying to pace off a trea- phases of the moon. Whatever
likely to bring wandering mon- sure map prepared by a halfling). If method is used, limit it in some
sters to the area to investigate, so the DM is not careful in the di- way so that it will not be too diffi-
make some of the rolls bring actual mensional information he gives cult to handle in the future.
monsters. This will keep the play- out, the location of secret rooms or Encourage the players to keep
ers on their toes in the future, espe- passages can be unintentionally their noses out the Dungeon Mas-
cially if the DM wiped out half the given out through overly accurate ter's Guide, especially during ac-
party the last time they were not measurements. tual play. Be sure to inform them
paying attention. that magical treasures may not ap-
Magical Misinformation pear or function as described in
Messy Maps the DMG. Even if the DM has made
While this might sound like the no changes to the appearance or
Exact room dimensions are an- sort of thing you receive at a White function of his magical items, this
other type of information that DMs House press conference, it is actu- always keeps the players guess-
should not give out freely. How ally a wonderful tool for spicing up ing.
many characters adventure with a your games which involves the Magical items are made by indi-
yard stick in hand? Take a good distribution and description of vidual wizards or priests either for
look at the players maps. If they magical items. The rules provide a their own use or for sale to clients.
are as precise as the DMs, then he rich selection of useful magical ob- Remember that these people are
must presume that the players are jects. Without a detect magic spell, craftsmen who have both re-
either professional surveyors or, characters will not be able to dis- searched the creation of the item
more likely, that he is giving out tinguish between a sword +1 and a and shaped its final form. Each
way to much dimensional infor- normal one (or worse yet, a item is made by hand. While a
mation. The best that a character cursed one). In fact, even if the wizard/alchemist may be able to
would know under most adven- character knows that the item is produce large batches of simple
ture game conditions (i.e., bad magical, he will not be aware of its potions, no factories exist to grind
lighting, imprecise measuring precise abilities until they are out clone copies of figurines of
tools, and the constant threat of used. Yet, once the players think wondrous power or medallions of
swift, violent death) is that they that they have a magical item, ESP. Each magic item will be as
are in a "small" "medium" or they begin to dig into their rule unique as the man or woman (or
"large" room. The DM may wish to books to rapidly narrow down the thing) who made it.
relate an area's dimensions to possibilities of what they have To reflect this, many DMs will
something with which the charac- found. For example, a character take care to make sure that no two
ters (not the players) would be fa- will know that he has a sword +1 magical objects are very similar.
miliar, such as a hut, a temple, a the first time he uses it in combat, While the dreaded Bloodblade of
tavern common room, and so on. but any other abilities, like detec- Aahg might only be a +2 sword,
If someone wishes to take the tion of secret doors, will remain the clever DM will go to some
trouble to pace out the room for unknown unless activated. length describing the "pulsating
more accurate measurements, The DM may wish to limit some runes of power" which decorate its
then he must state that he is doing abilities further (even if the rules length. Thus, this weapon is a well
so and taking the time to do it. Un- do not specify any other con- known object now which will in-
less the character has brought a straints), so that detection of secret stantly be recognized by others as
measuring stick, a knotted cord or doors might be restricted in some magical in nature. Such descrip-
similar device, divide the room di- way. This can be done through lim- tions are a good way to add to the
mensions by 2V2 feet for paces. Re- iting the number of times a power feel of a game.
member that dwarves, halflings will work in a given day, or forcing The magical items listed in the
and other small folk will have the owner to point the object at the DMG, for example, should not be
shorter strides, but probably make secret door location before it will discarded, but may appear in dif-
notations in the same scale as a alert him to it, or even making it ferent forms. A wand of poly-
human would (imagine a mighty functional only during certain morph, may not always take the
shape of a traditional wand. Per- other hand, unusual events will be portance of the find, or go off to
haps it has been built to resemble a talked about for years, even gener- search for it himself.
jewelled scepter. Maybe a helm of ations, to come.
telepathy will appear as a knitted Keep in mind what the NPC Fear and Loathing
stocking cap. The old maxim, could actually know, and don't be
"Things are never as they appear," tempted to act or speak based on It can be said that players (and
should remain true. information the character would humanity in general) are not afraid
Another way to alter magical not have. Furthermore, most of what they know, but of what
items would be to devise a random NPCs will tell the truth (if it suits they don't know. When the DM
chart of possible results of using their purposes) as they believe it to places a familiar name on a mon-
the item if the user is not fully be. A particular bane of law en- ster, the players instantly pigeon-
versed in its secrets. For example, forcement officials is that each per- hole the beast. Unless the monster
if the characters manage to find, son who witnesses an event will has been specially created by the
borrow or steal the personalized tell a unique version of what they DM. the players will either imme-
wand of a high-level sorceress, any have seen. The events are colored diately know all there is to know
attempt to use the wand might by the person's general level of per- about it or will know it out to nine
produce random results. ception, his preconceived notions, decimal places as soon as they
For proper identification of trea- his personal prejudices (likes and grab a monster manual. The solu-
sure in hand, a high-level bard dislikes) and interests. tion that usually occurs to DMs is
might be the most likely source. For example, an alchemist may to constantly make new monsters.
Unfortunately, high-level bards do have overheard two strangers dis- Designing monsters is great fun,
not grow on trees and those few of cussing the hazards they suffered but also a time-consuming proc-
sufficient power are probably also obtaining a particularly rare po- ess.
too important to deal directly with tion. Like fishermen, adventurers As an alternative to developing
adventuring nobodies. Therefore, will often embellish the tale of vast hordes of new monsters, con-
the players will usually be left to their latest catch. What starts out sider describing creatures (and
discover the properties of a magical as the ambush of a small party of NPCs) in ways that disguise or at
item by trial and error or through goblins that yielded them the unu- least cast doubt on their true na-
the use of spells like identify. sual find of a magic potion, may ture. Remember that the charac-
Sometimes, the players attempts end up being told as an epic where ters will usually only catch brief,
to discover just how an item evil wizards and deadly dragons often dark and shadowy glimpses
works leads to a whole new were demolished to discover a of their foes. The word 'humanoid'
campaign. hoard of lost formulae. In order to covers a broad range of creatures,
make a sale, the alchemist would from kobolds to storm giants.
You Talk Too Much naturally exaggerate the story Again, rely on the perceptions of
even further to whet the charac- the characters. Describe what
A DM can also inadvertently re- ters' appetites and lure them into seems to be seen, what may have
veal too much information while spending more in his shop. been heard, or a faint odor in the
playing the part of an NPC. Just Thus, much of the information air. Let the players draw their own
because an NPC is a resident of the gained from such sources should conclusions. When the players
DM's fantasy world does not mean be treated as unreliable and don't know what their characters
that he will necessarily have ac- grossly exaggerated from actual are up against, they begin to feel
cess to every secret of the land. fact. The important thing is to be the creeping chill of fear. Under
Rare will be the townsman who careful not to allow the DM's "in- such circumstances the players
knows the happenings in the next side information" to color the al- suddenly become keenly aware of
village, let alone the activities of chemist's words or actions. The what it must be like for real people
the prince in the neighboring land. DM knows the truth about the to be in the situations that their
People usually remember things phony formulas, but the alchemist characters are experiencing. The
that are personally important to doesn't. The alchemist might ex- DM may find that his players have
them, and discard the rest. On the aggerate to the characters the im- become more concerned with dis-
covering the nature of their un- trap. Picture an inept NPC, some- be the constant butt of jokes. Keep
known foe than they are with one who could be dangerous if he the names consistent with the
learning how much treasure it is had his wits about him, but who is world. Fearless Phred, may seem
hiding. obviously more concerned with cute initially, and generate a few
Keep the players guessing, keep his own trivial, even humorous chuckles, but eventually, the joke
them on edge, even make them problems. His light-hearted de- wears thin and the DM is stuck
afraid—they'll love you for it. meanor catches the player charac- with an NPC who has a stupid
ters off-guard, even involves them name. Regardless of Fearless
Funny-Ha-Ha in solving his problems. Then, Phred's prowess or power, the PCs
when the players least expect it, will never take him seriously.
Humor, in all the NPC springs his trap, either at-
its various forms can break the tacking the characters or relieving DMing in Full Color
tension, relieve the fear, and pro- them of valuables (it may even be
vide a balance for all the intensity possible for the characters to be OK, by now the
associated with combat and life-or- unaware of their loss until long after DM should know how to speed
death puzzle-solving. A joke (even the fact). Unless the DM varies the things up, slow things down, and
outside the context of the game), a situation, this little trap should only what NOT to tell his players. Un-
funny incident, or a silly NPC por- work once for each group of fortunately, he also may have de-
trayal can slow the pace of the players. cided to quit telling his players
game down and give the players Use humor to change the pace or anything about what they see,
enough time to regain their per- lighten a tense situation, but avoid hear, or experience in an adven-
spective on a situation. Humor can giving NPCs silly sounding names ture (some DMs do this as second
also provide a deadly unless the character is intended to nature, but more on that later).
This is where we reverse the trend. Effective Setting Presenting NPCs.
The DM is certainly encouraged to The door sticks and opens only
misinform the players if it suits the with effort, scraping the mold and It never hurts to re-emphasize
needs of the game, but misinfor- moss that carpets the floor be- the importance of NPCs to an ad-
mation is no excuse for running a yond. Even the beds and table are venture game setting. If the DM
game in black and white. Since the encrusted with the stuff. The walls does a good job making his NPCs
players cannot actually see the areas remind you of leprous sores, with colorful, his players eventually
that their adventurers explore gangrenous wounds where scabs may forget the 30-level dungeon
(unless the DM is running a lavish of plaster have fallen away. Even they explored, or the corrupt polit-
audiovisual presentation), most, if as you stand here, a mottled ical system they exposed, or even
not all of their perceptions of their chunk falls silently to the padded the nifty magical toys they were
world come from the DM's descrip- HOOT. constantly uncovering, but they
tions. will never forget the time that
So don't be stingy with descrip- Ineffective Setting Hilgo Bandylegs bowed low and of-
tive material. Tell the players the You come to a clearing in the fered his battle axe in the service of
important things that their char- woods with some ruins near the the player characters, only to trip
acters see, hear, smell, and taste in center. It's getting dark. on his flame-orange beard and go
their world, and then add in tumbling into the wine vat.
enough extra detail so that the Effective Setting
players have to decide for them- The path through the forest
abruptly opens onto a grassy clear- Make Encounters
selves what's important and Dramatic
what's not. ing. Tumbledown remnants of an
ancient building hulk in the center The statue you
of the glade. Rows of fallen were fiddling around with ani-
Set the Scene columns, like broken teeth, mark a mates and swings its fist at you.
path to the gaping entrance of the
Establishing the setting for ruin. Even from here, you can see Described like this, the eerie
encounters, whether they take numerous statues filling wall magics that breathe life into an
place in a wind-whipped mountain niches and unpleasant sculptures eight-foot-tall being of cold stone
pass or a dimly-lit underground looming gargoyle-like near the col- seem somehow mundane, as if it
chamber, is an important part of lapsed roof. Several leaning towers happened every day. Think how
the DM's responsibilities. When all a thrust up out of the ruins as if to much more exciting it would be for
DM does is to draw room dimen- catch the last light of the day. Even the players if they were told:
sions on a battle map and says now, long shadows from the sur-
"This is what you see," chances rounding trees darken the glade, As you attempt to remove the
are, that is all the players (and almost visibly creeping forward to gems from the statue, the blood
their characters) will see: outlines make the darkness complete. red ruby sinks inward as if it were
on paper. The effective DM will In each of these situations, the a button being pressed. With a
take his descriptions of an area be- DM's effective description (even sharp snapping sound the statue's
yond mere room dimensions and though a bit heavy on the prose) eyelids slide up to reveal jewels
make it live for the players. The fol- both describes what the charac- that glow like lanterns through
lowing are examples of ineffective ters see and establishes a mood. A green glass. Its cold stone flesh
and effective descriptions of once-generic part of the DM's suddenly becomes almost hot, like a
encounter areas: world has taken on specific and sunbaked rock and a hiss of vapor
even menacing form. Will the escapes its mouth. Its limbs move
characters enter the area as it is with unnatural speed as it swings
Ineffective Setting described, now knowing, or at a mallet-like fist at your character.
The room is 20 by 20 feet and least feeling, that potential danger
has a couple cots and a table in it. lies therein? Without motivation,
probably not.
Notice how the second descrip- disappeared (hey, it works in tracks, dangle precariously from
tion focuses on what the charac- detective movies). Use the old wind whipped icy rocks at alti-
ters see and feel. If the DM "chill wind shivering the tudes where oxygen is a rare com-
emphasizes the sudden movement spine" effect to make an modity, and challenge lightning-
of the eyes and punctuates it with a encounter seem weird. Leave quick martial artists in combat—
sharp sound, he may catch the the players wondering "How'd all in the name of fun, sport and en-
players off guard. Like their he do that?". joyment. Part of the excitement in
characters, they too have been • Use foreshadowing to warn or these activities is the risk factor—
caught off guard and now share hint of an encounter's eventual thrilling and chilling realization
the character's apprehensions. occurrence. Foreshadowing is that a single misstep means injury
The key to making encounters a storytelling technique where or death.
dramatic is to focus on what mysterious minor events seem Since most of us do not risk our
makes them fantastic: to tell of the occurrence of an- lives for the sheer thrill of it, a sig-
• Stress the fantastic or the unu- other major event. For exam- nificant attraction to role-play
sual in every encounter. Try to ple, a dream might hint at gaming is the ability to vicariously
make each encounter unique in black shadows creeping across partake in risky activity—without
some way, even if the charac- the countryside, implying any personal danger (other than
ters are encountering some- something evil this way comes. the threat of writers cramp or dan-
thing they already know about. A found note might reveal the ger of overeating).
• Make the foes seem unbeat- name and intentions of an evil Therefore, increase the drama of
able. Their numbers or appar- wizard 'who's actions have re- an encounter by putting the char-
ent abilities make the chance of cently involved the PCs. The acters at risk of personal injury,
failure and death an all-too- death, or loss. Possibly have their
idea is to give the players just
possible reality. failure inflict injury or death on
enough information to make
• Monsters should be horribly someone else (remember the leg-
monstrous or wondrous and them wary or nervous, then
end of William Tell and the apple
fantastical. Don't treat them as slowly play up the fears he had to shoot off his son's head?).
natural parts of the environ- through other hints and ru- Make the players aware of the con-
ment. Evil is vile and awful, mors until they crave/dread the sequences of failure (at least the
frightening to behold. Marvel- foreshadowed encounter. Then immediate ones). Of course, the re-
ous things bring out the child its up to the DM to make sure wards should be equal to the risk.
in us. When magical beasts that the encounter is worth all
make an appearance, scare the the anxiety it has generated.
Ban Gamespeak
characters or make them The Threat of Failure
marvel in wonder. There exists a
• Have the monsters or NPCs If life, death, or the fate of the tendency in adventure gaming for
make startling or mysterious universe hangs on the outcome of both the DM and the players to sac-
entrances and exits. A wizard the player's actions, the threat of rifice the color and richness of role-
or monster appearing in a puff failure adds significant drama to playing for the expedience of
of smoke may be a trite and any situation. When it's impos- advancing the game. The DM for-
overworked cliche, but that's sible for the characters to fail or if gets that he is a storyteller and be-
the general idea. Try having the PCs are immortal (or nearly comes a rules judge. The players
thieves who sneak up to po- so), the drama is gone. forget that they are characters in a
litely tap a character on the In real life, risk taking is an ad- drama and behave like board
shoulder, or monsters who dictive, but deadly form of enter- gamers calling out combat results.
drop from the ceiling or leap tainment enjoyed by a few, but Instead of talking descriptively
from hidden cavities in the appreciated by many. Every day, about actions and their outcomes,
floor. Have the lights go out and men and women jump out of air- the participants refer to dice rolls
when they are rekindled, the planes and drop earthward, drive and game statistics. An exchange
monster/NPC has appeared or automobiles at breakneck speeds might go:
around the hairpin curves of race-
DM: "The orcs see you and ad- Wanda's missiles, but the one DM: "A pair of heavily armored,
vance 20 feet to attack. Somebody Bruno hit takes his points and low-browed humanoids round the
give me an initiative roll." keeps on coming and does 11 corner. They see Wanda and Bruno
Player one: (rolls dice) "Drat, points to Bruno." and they don't look happy to see
only a three." Player One: "Let's get outta them here. The big one growls out
DM: "Still beats my one. What's here! Bruno's only got one hit something that sounds like orcish
going on now?" point left." to Wanda."
Player one: "My fighter Bruno Player Two: "Tough break, Player two: "What did it say?
attacks with his + 1 sword." Bruno. Wanda whips out her wand Wanda knows the ore language
DM: "OK, he needs a 13 or better of fear while Bruno makes for the enough to make out basic words."
to hit, and the magic user needs a door." Player one: "Yeah, what?"
16 if she uses her weapons." DM: '"Surrender or there'll be
Player two: "No way! Wanda The action comes across, but trouble' is all you can make out."
zaps with her magic missiles. Aw, without any particular emphasis on Player two: "Wanda drops to
only six points of damage from the setting, the characters, or their her knees and starts to plead for
both missiles." foes. Wanda and Bruno are played mercy, wringing her hands to-
Player one: "Bruno rolls a 16 as generic characters who encounter gether. She tries to get Bruno to do
and does seven points of damage, a band of equally generic monsters. the same."
plus one for the sword and another One set of numerical statistics has Player one: "Bruno will never
one for Strength, for a total of nine. met another and exchanged a surrender to ore scum! He charges
Since ores only take eight points of round of randomly generated num- the largest ore, swinging the
damage max, one of them is aced!" bers. Now try the same encounter mighty Calabash over his headin a
DM: "OK one ore is down from with a little color and role-play. deadly arc!"
Player two: (sighing) "Wanda results, statements of intent and themselves as participants in major
was also trying to disguise the so- turn instructions are woven into military battle, the DM does not
matic part of her Sleep spell like the story that the DM and his two need to fight every combat
she did with the gnolls." players are mutually creating, but encounter. For the purposes of the
DM: "The big fellow charges the story takes preeminence. story, assume that the PCs suc-
Bruno while the little one warily Although both the DM and the cessfully deal with any foes they
approaches Wanda. He seems to be players share the responsibility of meet or set up a single conflict to
indicating that any attempt to aid telling the story and avoiding the give the players the feeling of fren-
her companion will end badly. crutch of gamespeak, the DM must zied conflict and the senseless
Bruno's attack roll must beat least shoulder an unequal portion of the slaughter occurring around them.
13 to affect his foe. If Wanda wan ts burden. As the DM he must en- If the events of travel between
to attack her opponent, she must courage his players to speak in two places are unimportant, in-
roll a 16 or better." character and take part in the form the players that they arrive
Player one: "The glowing blade of tale's telling. The more the DM safe, sound, and only slightly
Calabash slices through the air makes use of descriptive phrases weary from their journey. Don't
and connects solidly with the ore the more the players will also. The drag them across the intervening
for a mighty blow. Bruno's oppo- words he chooses sets the tone for terrain day by day and inch by
nent loses nine hit points!" the game. If the DM speaks in tech- inch.
Player two: "Wanda stays on nical jargon, the players will also. Assume that, as heroes, the
her knees and continues to wring
characters can overcome simple
her hands and cry, but she has
challenges without needing to roll
changed over to her magic missile When Rules Get in the Way dice. If a task is reasonably within a
spell. When she releases it, the
missiles inflict six points of damage The AD&D® characters abilities, let the char-
on her foe." game rules are purposefully com- acter do it (unless the DM's story
DM: "Wanda's missiles strike plex and detailed. They are de- requires a dice roll). The same
the smaller humanoid, flinging signed to accommodate a vast holds true if there is no personal
him backwards like a rag doll until array of game situations, and give danger involved in a task or if mul-
he strikes the passage wall and col- both the DM and his players satis- tiple tries are possible.
lapses. Meanwhile the larger crea- factory answers to the question When the rules get in the way of
ture seems to shrug off the damage "what happens if I do this?" in telling the story, the DM should
done by Bruno. Its own hideous nearly any scenario. Yet game consider eliminating or at least
weapon crushes the fighter, reducing rules are designed to solve the sta- streamlining them.
Bruno's hit points by 11 and tistical aspects of game play, not to
forcing him to his knees." tell stories.
Player One: "Even though In case one hasn't realized it by Character Mortality
Bruno is nearly done in, he drags now, adventure role-playing is a For characters'
himself towards the exit. He form of orchestrated storytelling, lives to have real meaning within
knows that Brother Albert can almost improvisational theatre, the game world, their deaths must
heal his wounds." where the actors make up their have meaning also. No player is
Player Two: "While the mon- lines just before they speak them. ever happy to see his favorite char-
ster's attention is still focused on Game rules provide statistical sug- acter die and if that character's
Bruno, Wanda readies her wand of gestions for what happens as a re- death seems meaningless, then
fear and prepares to speak the sult of a characters actions. his life may also seem pointless.
words that will unleash its Unfortunately, constantly having The DM can take this as a recom-
powers." to determine the statistical out- mendation against traps that func-
come of player actions gets in the tion on an "oops yer dead" basis.
Again, the second passage em- way of good storytelling. Since an effective DM's adven-
phasizes the descriptive, or story- For example, if the party find tures contain dramatic scenarios
telling, nature of the game. Die which have a real chance of a
player character dying, the DM pointless death. If the DM has to intervene to save
should try to make those charac- Other characters are victims of a character, he may wish to bal-
ters' deaths play an important part either bad dice-rolling (their's or ance his act of mercy by penalizing
in his story. another's) or the logical outcome the character who should have
If it becomes obvious to both the of the way they role-play their died. Consider the following possi-
DM and the players that one or characters. Given such situations, bilities:
more PCs are about to be killed, the DM can decide either to make
give the characters a chance to the death grand and glorious, one • Reduce the amount of experi-
make their deaths meaningful. Im- that has real meaning in terms of ence points gained from the ad-
provise a scenario that gives the the adventure's story, or arrange venture.
characters a glorious and memora- events such that the character sur- • Have the character survive, but
ble death scene. For inspiration, vives but is still punished in a sig- be captured until he is rescued
consider those war movies and nificant manner—this latter or escapes on his own, usually
action films where a mortally punishment can often be a fate without any of the goodies he
wounded character remains be- worse than death. has been collecting during his
hind to take out the pursuing bad The DM might help a character adventures.
guys, or where one character leads cheat death in one of the following • Have the character acquire a li-
the villains astray, knowing it ways: ability due to his mistake. Pos-
means his own death. • The character collapses into sibly his wounds leave him
The DM might wish to let the unconsciousness only to with a limp that reduces his
characters ignore their fatal awaken later, his wounds mys- speed, or internal injuries
wounds for a few rounds while teriously healed. Usually, there cause a drop in his constitution
they hack berserkly at the fiends is a price to pay for this later. score. Maybe his depth percep-
who outnumber and surround This is one of those situations tion is gone due to the loss of an
them, giving better than they get where the DM is allowed to eye, or he becomes one handed
and giving their friends a chance meddle with a character, tak- when his sword hand is lopped
to survive. Remember, the charac- ing away something, giving off.
ters die in the end, but the clever him something, or changing • Change the character in some
DM has managed to let them die him in some way. Often, who- way. Maybe the only way his
with dignity and heroism! ever does the healing will de- friends could bring his spirit
mand a payment of service. back was to reincarnate him in
Alternatives to Dying • Instead of killing the character, the body of another creature.
his foe's last blow stuns him Or maybe his spirit was trans-
Death is essentially a punish- and he is taken captive. ferred into a body that could be
ment for a character's failure to • An NPC or favored animal com- repaired. That new body could
overcome a fatal obstacle. How- panion sacrifices his life for the be just about anything. The
ever, even when the rules indicate character. Care must be taken magics involved in saving the
that such a failure would kill a to make this scene believable. character could have required
character, the DM need not neces- • The character dies, but a replacing severely damaged
sarily make death the only possi- higher power guides his spirit parts of his body with function-
ble punishment. back into his body—his task on ing parts from other creatures.
Some characters pointedly de- earth is not yet done. • Relieve the character of trea-
serve to die. Their players have in- • The dead character's compan- sured possessions. Whoever
sisted on making the characters ions find a one-shot device or saves the character (or cap-
act and behave in a manner con- NPC who can bring the character tures him) may think that tak-
trary to either good role-playing or back to life. Again, this usually ing his +3 sword and helm of
even common sense. Their stupidity involves a loss or sacrifice on telepathy are a fair trade for
finally places them in a situation the part of the dead character. bringing him back to life.
from which their is no escape and Maybe the thing just got lost,
they die an ignominious and say in that deep (bottomless?)
chasm back there, the one with ity to his players. He owes them a stupid incident, the DM may wish
the hot vapors and eerie noises good time. to create alternative outcomes on
wafting up from below. Subject Having the entire party wiped the fly, ones that require role-
the characters to the mockery out as the denouement of an ad- playing instead of "roll-playing."
of others. This usually works venture is rarely considered a good
best when the DM has had to time. In situations like these, it's
save the hide of the entire OK for the DM to cheat.
party. Let them know that Throughout these chapters on
their failure in a situation DMing, it will be stressed time and
(where they should have right- time again that the DM must re-
fully died) makes them the main impartial. He should not take
laughingstock of the fortress. the side of the monsters against
Have a once-loyal hireling or the PCs or side with the player
two silently disappear, unable characters in their battle against
to bear the shame of it all. their fiendish foes.
So now we tell the DM to cheat!
What should the fair DM do in such
Fudging or Constructive a situation? Well, a hard-hearted
DM would let the PCs walk into his
Cheating trap, blow their saving rolls, and
Imagine that die. He may also see his players
during the course of the game, the suggest, that they have better
player characters have just barely things to do with their time from
survived the climactic encounter now on.
with the Baron Skorditch, Wizard- At the other extreme, the DM
lord of the Kroolons, escaped with could just say to himself "there's
the cumbersome princess Natasia no trap here" and let the PCs pro-
and discovered the lost secret of ceed on their way, not realizing
double-entry bookkeeping. All that the DM just compromised his
that stands between them and design to let them live. This too is a
glory is 100 feet of corridor. Unfor- mistake, because by doing so, the
tunately, the DM had decided long DM has assumed that the players
ago (more likely at 3 A.M. the night are unable to deal with challenges.
before) that this corridor would be A wiser solution would be to sug-
filled with deadly Snargon gas. gest to the players that something
Since none of the players thinks to does not seem right in the corridor
check for traps, the DM secretly ahead or to let an NPC reveal the
makes the die rolls for them. trap, even though it costs his life.
All-too-suddenly, the hot dice- The DM might even improvise an
rolling that allowed the PCs to so ambush attack that diverts the
handily overcome their earlier ob- characters to another exit.
stacles goes sour. No one detects In a sense, whenever a situation
the gas. If the party continues, arises in which the outcome of the
they will all die! And, of course, entire adventure seems to hang on
they continue . . . a single die roll, and that die roll
While the DM should not feel fails, the DM is encouraged to
that he must protect his precious fudge—to cheat in a constructive
plot lines or make sure that the de- manner. Rather than see an entire
sired outcome of a story takes gaming session, even an entire
place, he does have a responsibil- campaign wasted because of one
Many of you have had the computer software game all have "computer" and make rules inter-
chance to play computer games or to work together absolutely per- pretations in order to get his ad-
play-by-mail games which are fectly, otherwise the game crashes venture through a rough spot.
much like role-playing games. when the computer is unable to re-
While many of these games are solve a software problem. To Interpret the Law
wonderful and provide a great Like computer games, the rules
deal of enjoyment for the play- for role-playing games are de- One of the pur-
ers, there are some important signed to deal only with those situ- poses of a court of law is to inter-
things which set them apart from ations that the game's designers pret the laws the land, to decide
true role-playing games like the have previously anticipated. It whether or not they apply in a
ADVANCED DUNGEONS & would be nice to say that this game given situation. Like a judge, the
DRAGONS® game. or any role-playing game has rules DM must determine whether or
Computer games have built-in that work perfectly for any situa- not the rules of a game apply to sit-
limitations when it comes to the tion or encounter. However, the uations within his game. He may
kinds of activity they will allow. vast variety of options in role- even decide that certain rules are
The players must make their playing games generally means "unconstitutional" and do not ap-
choices for actions and reactions that some obscure combination of ply to his game world. Working
from those allowed by the game's rules has been overlooked. When within the rules, he determines the
rules. Nothing else is allowed. If it rule conflicts arise the game would outcomes of the actions of the
hasn't been put into the game by also crash and burn (figuratively players and of those NPCs and
the programmer, it can't be done. speaking, of course) if it weren't for a monsters that he controls.
Furthermore, the features in a DM who can act as a free thinking
Leaving the Rules Behind imagination into a single story ally did live in the tower, but left
line, a fantasy lived out through behind no earthly remains upon
There are also their toys. As we have grown older, his demise).
times in an adventure when the we've found a need to impose Unfortunately, the fiend left the
DM may decide to wander away structure on our lives, to replace PCs in poor shape for dispatching
from the official rules of the game toys with tools, imagination with hordes of cowardly bandits (re-
and focus on the action of the rationalization, and free-form play member, lots of arrows from the
game, making judgement deci- with rules. trees?), so they concoct a plan!
sions as to whether characters suc- The effective DM will draw upon They will scare the bandits
cessfully use skills or monsters both the imaginative child within when they come through the front
detect the presence of intruders him and his abilities as a story door.
rather than rolling dice for an an- teller to stir the imagination of his Using paint found in the wiz-
swer. players. He will find whatever op- ard's lab, they paint the minotaur
Too often in a game, the DM gets portunities he can to free himself carcass fire-engine red, haul it to
in the habit of consulting dice to from the constraints of rules and the top of the stairs (which conven-
make his decisions. The player's concentrate on giving the players iently end at the front door) and sit
want to perform an action. The DM an extraordinary role-playing ex- it atop a shield. At the top of the
considers the options and rolls the perience, where the shared fan- stair a burly fighter holds the
dice. Even though he may have tasy of the adventure, the telling of brightly painted minotaur carcass
weighted the success chances one the tale takes precedence over the upright while a wizard stands
way or another based on his esti- mechanics of how it is done. ready with a few simple spells to
mation of the chance of success, Leaving the rules behind does provide special effects. The rest of
he's still relying on random chance not mean that the scenario is no the PCs smear themselves with
to determine the outcome. True, longer an AD&D® game adventure. blood and soot and lay around the
random elements can affect player Far from it. The DM should still entryway doing their best corpse
actions, but just as easily random- keep actions and results within the imitations and hoping that the
ness can ruin a chance for drama scope of possibility offered by the bandits don't have time for a body
within an encounter, spoil the ex- rules (or at least close enough to be count when the door opens.
citement in an adventure or ruin believable). Consider the following: As expected, the bandits soon
the players' plans. Fleeing from bandits, the party manage to break down the front
Chances are, the rules say to roll takes refuge in the oddly intact ru- door and begin to charge into the
dice to resolve a given situation, ins of a long-dead wizard's tower. tower, pausing for a second to look
such as "roll a d20 to determine The bandits do not immediately at the unusual scene around
success" or "there is a one in six follow, for they are afraid of the theme. Tension hangs in the air as
chance that the character detects fiend rumored to dwell in the the player's hope for the success of
the hidden door." Yet in some situ- tower. The cowardly bandits this highly improbable trick. The
ations, its better to ignore the rules slowly work up their courage to DM, on the other hand, is doing his
and rely solely on the DM's judge- follow—maybe the PCs and the best to remember which section of
ment skills. fiend will wipe each other out and the Dungeon Master's Guide deals
Go watch some young children they can clean up whatever's left. with fire-engine-red minotaur
playing with cars, trucks, action Meanwhile, during the course of corpses and their ability to terrify
figures, or dolls, the kind of toy exploring the tower (looking for charging bandits. Hmmmm. It
doesn't matter. Without a game something that they can use doesn't seem to be covered. . .
master or a complex set of rules, against the cowardly bandits who As you can see, the success of
they play out complex fantasy grossly outnumber them and tend the players' depends on about a
encounters. In their childlike way, to shoot lots and lots of arrows zillion complicated factors coming
they role-play more effectively from the safety of the surrounding together to create a single desired
than most older players. Minor dis- trees), the PCs kill a minotaur, and effect—making the bandits believe
agreements aside, they work to- even dispatch the fiend (who actu- that the PCs are dead, that the
gether to forge their shared fiend (who looks like a bright red
minotaur) still lives and has his The aging door to the outside Player: "We check the wall for
heart set on bandit pot roast for suddenly bursts open and the ban- secret doors."
dinner. When the wizard casts his dits peer cautiously in. In the DM: "You don't find anything
phantasmal force spell and the gloom they see the carnage that looks like a door, secret or oth-
fighter gives the body a shove and wrought upon the dead PCs (the erwise. But the elf hears someone
sends it sliding down the steps, DM decides that it's dark enough fumbling with the lock on the
will the bandits turn and flee? Or for the ruse to work, at least until north door."
will they burst out laughing and the bandits inspect the bodies). As Player: "Quick, what's the south
proceed to slaughter the charac- the horror of the PCs' doom begins wall look like?"
ters? to settle in, they are startled by a DM: ' 'Lots of detailed pain tings,
Now the DM running this situa- booming voice from above. mostly landscapes. Most of 'em are
tion could yank out his d20s, "What! More intruders? You pretty big."
dlOOs, d6s and so on, decide on a shall die even more horribly than Player: "I move the one closest
chance for each piece of the plan those who came before." The ban- to the trail."
separately, i.e., do the bandits be- dits look up to see a horrible, DM: "Doesn't move. Hey, that
lieve the PCs are dead, do they be- horned, scarlet fiend barreling sounded like a key in the lock."
lieve that the minotaur corpse is down the stairs toward them be- Player: "Uh, um. Uh, what's that
truly the fiend they have heard so fore they are blinded by the bril- painting look like?"
much about, does it slide down the liant bursting flares of light which DM: ' 'It's a win ter scene. It looks
steps smoothly when pushed, and shower down around them (the like footprints in the snow, trailing
of course, are the bandits scared? DM decides that the phantasmal off into the distance. Every so often,
After rolling for each item, he dis- force spell covers a multitude of you can see a splotch of bright
covers that one part of the plan discrepancies between the appear- crimson amongst the footprints. In
fails and the characters are all ances of the fiend they have heard the distance you see what looks
killed. so much about and a red mino- like a warrior. The door's starting
The DM who works things out taur). to open."
that way is not being very much The bandits scream in terror Player: "I, we, um, guys, every-
fun. Sure, the rules say to make and flee the tower. Their fellows in body follow Thuenor. He's climbing
skill checks and random dice rolls the woods presume the worst and into the winter wonderland
to resolve encounters, but rules they, too, run. Meanwhile, back in picture."
are really only needed as an alter- the tower a muffled voice grunts DM: "The door opens and the
native to imagination. The players "will somebody get this lousy wizard enters. He doesn't seem to
have put a lot of imagination into minotaur off me, I can hardly notice that one of his paintings
solving the problem of their imme- breathe!" now contains portraits of a bunch
diate survival. They set up an op- of adventurers."
portunity for a dramatic, exciting, Similarly, the DM may find him-
and even humorous encounter, self in situations where the play- A third area where leaving the
which has a slight chance of saving er's must make a skill test to rules behind can help the DM create
their lives. The DM in turn has discover something in his game. If a world of wonder is that of
given responsibility for its out- they fail the test, the characters magic. The AD8d3® game magic
come over to a few chunks of geo- miss out on what the DM has in system allows for a great variety of
metric plastic. By slavishly store for them. Rather than rely on magical powers. Nevertheless, the
following the rules, he has con- the dice, the DM simply allows the DM may find that his imagination
demned the characters to a characters to find the door. Yet, if can create magical devices, arti-
pointlessly brutal doom. Look now he does it right, the situation adds facts, and environments that defy
at the players' plan as it occurs more to the game than the rolling description within the bounds of
when the DM decides to rely on his of dice. the magic rules.
judgement instead of his dice. Suppose that the DM creates a
DM: "The blood trail ends near scenario that involves living be-
the south wall." ings encased within stasis cocoons
of transparent crystal. Based on below, the players may not appre- judgements or the chance failure
the magic rules for creating magical ciate the DM's creativity: to perform a task, and not the arbi-
items, no spell or spells exist for trary whims of the DM. If the DM
making this work. The DM is then DM: "Waldemar glares at you doesn't follow a procedure like
faced with a choice: use this crea- from his perch atop the statue. He this, the players will become suspi-
tion of his imagination and present waves his hands in a dizzying pat- cious every time something goes
it as an object of wonder, or throw tern over his head and casts his against them. They may even ac-
it out because it doesn't fit the spell. You are all encircled in spar- cuse the DM of cheating.
rules. The DM probably knows our kling lights and suddenly realize And cheating is something that
recommendation already. that Waldemar is your friend." the DM should worry about when
Player: "Hey, just what kind of he's running loosely. Fudging the
spell was that? If it's charm person rules a bit to either preserve a good
Danger! Danger! then my elf gets a saving throw. game or enhance the players' en-
We've been And what's with the sparklies. joyment is not only approved be-
promoting the concept of slipping None of our spells do that." havior, but comes highly
free from the rules for a better DM: "Uh, its a special form of recommended However, there
game. Yet game freedom has a charm person. Nobody gets a saving comes with it the opportunity to ig-
darker side, there is risk involved throw." nore rules or results that conflict
in breaking the rules. Player: "Well the elf wants either with the DM's desires for his ad-
Realize that there are times dur- a saving throw or a chance to break venture.
ing a game when dice rolling and free." The final point in this area of
rules adherence must be followed. DM: "Well, he tries to break danger is minor, but needs consid-
While the DM may have wandered free, but he can "t." eration. The unmodified AD&D
away from the rules with the best Player: "C'mon! You didn't even game rules are used extensively at
of intentions during his adventure, roll the dice." game conventions for official tour-
the players will feel more comfort- naments and individual games.
able in certain situations when Proficiency and attribute check Players who have become used to a
they know that the DM is playing it rolls are another area of ambiguity. DM's free-form DMing style may
by the rules. Then they know that If the DM has gotten in the habit of find themselves unpleasantly sur-
they and the DM are operating at overlooking them during play in prised when playing under the
the same level. They have a feeling favor of his storytelling, he may constraints of the unmodified
of control over the situation. have a hard time asking the players rules system.
Combat is probably foremost to make them in life-or-death
among these situations. During situations. Presuming They
combat, follow the rules and make DM: "Thuenor, if you 're going are Heroes
dice rolls for hits and damage. Re- to cross the rope bridge, make a
serve any stretching of the rules Finally, keep in
Dexterity check for me." mind that the PCs are supposed to
for those activities that do not di- Player: "Huh? He didn't have to
rectly affect the health and well be- be heroes. They are unusual per-
make one going the other way.
ing of the characters (or their sons whose skills and abilities
Why should he now?"
foes!). It's one thing to let a character stand head and shoulders above
DM: "Because he has to, OK?"
make heroic jumps and perform Player: "Let's just say he made the normal man (figuratively
acrobatics during a melee. It's it" speaking in the case of dwarves
quite another to let him make DM: "MAKE THE DIE ROLL!" and halflings).
attacks without requiring a combat They should be able to perform
or damage die roll. Be sure that whenever a player heroic actions without worrying
Magic use is another sensitive action could lead to harm, the about the fussy details of their ac-
area. Stick to the rules for both player makes dice roll. They need tivities. They should be concerned
sides of an encounter. As shown to realize that their misfortune is with finding lost artifacts, slaying
the result of either their own bad horrible fiends and saving the
world; not cleaning their swords can be solved in this mutually then it is so!
after each battle, counting the ar- agreeable manner. Second, let the players know
rows in their quivers or telling the Still, that little 0.1% remains— that if the DM makes a decision
DM exactly how they prepare for and, of course, these are the ones which everyone agrees is bad, he is
sleep each night. that cause DMs to go prematurely more than willing to discuss it and
Just as the DM works to make gray or question why they ever possibly even call back the deci-
his world and nonplayer charac- gave up their hobby of collecting sion. The guideline for calling back
ters richly real and exciting, he old shoe boxes for all this. For such a decision is not whether or
should encourage his players to some situations, no interpretation not the result is bad for a charac-
think of their characters not as the of the rules seems to apply. In fact ter, or even the entire group, but
pieces in a game, but as fictional some of them are directly related whether or not it was fair. The
heroes, who live, breathe, and to interpreting the rules. same holds true for interpretations
have lives of their own. The best Worse yet, problems are going to of rules. Everyone, including the
role-playing happens when the DM arise that have nothing to do with DM, must agree on an interpreta-
and players alike quit worrying the game, but involve the people tion that differs from the one held
about the game. playing the game. The DM will rap- by the DM.
idly find that people who enjoy Third, make sure the players are
playing the AD&D® game often aware of any major rules variants
When Reason Fails have "interesting" personalities. being used. The best way to do this
If a set of rules Strong personalities seem to inevi- is in writing, so that everyone has
could be written to cover every sit- tably clash. So, along with run- a copy of the rules on hand.
uation possibly it would resemble a ning the game, the DM may find Fourth, any major deviations
law library with stack after stack of himself moderating "discussions" from the group's accepted rules
volumes documenting important between players. (including any variants currently
scenarios and the "correct" With this in mind, a number of in use) must be approved by the
interpretation for each occurrence. potential problems, sticky situa- group and must take effect after
The DM would become, in fact, tions, unpleasant scenarios and the situation that brought about
what some games refer to him as— dire dilemmas have been pro- their creation.
a judge. Unfortunately, DMs vided, along with possible ways for
might also need to charge profes- the DM to handle the situation and Escaping from Monty Haul
sional fees for their time. the people involved. Whenever
Instead, much is left to the judg- possible, the solution "kick the "After Daniella slays all 12 of the
ment skills of the DM. If the rules player out of the game" has been kobolds with her multi-barrel
don't exactly cover a situation, he avoided. wand of megadeath the rest of the
and his players must resolve the party finds about 100,000 gold
dispute via a mutual agreement Basic Presumptions pieces, 33 potions, about 243
(or a definitive declaration by the gems, 900 pieces of jewelry, a
For the DM to
DM). The hints and tips that have sword that glows almost as
enforce his judgements during dif-
been presented so far have been brightly as Daring Dirk's frost-
ficult game play sessions, he must
provided to help the DM deal with brand, a suit of well-maintained
set a few ground rules for later dis-
any ambiguities or difficulties that power armor with markings of the
putes with the players. Call these
develop between his campaign old Imperium and two mounted
the rules for arguments:
and the "official" game rules. So projectile throwers on it, about
First, the DM must declare that
long as everyone is satisfied with four cases full of short range rockets,
his word is the final authority in
the decision (or at least not in- a rod of lordly might, and a
things pertaining to the game. He
tensely grumpy about it), the shadow box hanging on the wall
will listen to arguments to the con-
game can continue without inci- that contains about 20 different
trary, but the players must accept
dent. Given the vast creativity of figurines of wondrous power."
that his word is law and if he de-
the players and DMs in this world,
clares a thing to be so in his world,
99.9% of the problems that arise
"Oh boy, we grab all the magical From that point on, the PCs' by afflicting all magical items with
loot and stick it in our portable problem changes from "do we power loss. Reversing the effect re-
holes. The wizards begin setting have the magical resources to quires an adventure, but only par-
up the transmat box that teleports tackle this problem?" to "how are tial power is returned (maybe the
all the gold back to Castle Pardo." we going to carry all this stuff?" In- players are given a limited amount
"Well, as you do that, the south stead of simulating a fantasy of power to reinvest in magical
wall glows and a humongous bat- novel, the game begins to resem- items).
winged creature steps through, ble a mail order catalog. The DM Although it's a silly solution,
oozing pink goo from huge warts may notice that he has an increas- have all the magical items pos-
and dragging a huge bag of trea- ingly difficult time setting up sce- sessed by the party suddenly fly
sure." narios that the players cannot together and form an ultra-
easily blast their way out of or by- monster, a golemlike creature who
The television game show has pass by using magical devices. must be defeated without magical
become an integral part of our cul- The best way out of a Monty firepower. Of course, destroying
ture. With little or no personal risk Haul situation is not to get in it. the thing ruins most of the magical
(other than that of public humilia-
When placing magical items, con- items.
tion on nation-wide television), sider whether or not the risk en- Once the cure is implemented,
regular folks can try for hoards of countered to obtain it is balanced put the party on a magic-free diet
valuable prizes. The winners walk
by the benefit the character who (also trimming out heavy things,
out with all those things our mate- finds it will gain. Then consider like gold and gems) for an adven-
rialistic souls crave and even the what the possession of a particular ture or two and then slowly work
losers get consolation prizes.
magical item will do to the cam- neat treasure back into the game.
Some gamers play adventure paign itself. Foiling the effects of a The DM might find that the play-
games in the same way. In just magical device which is too powerful ers have a new appreciation for
about every case, The DM is re- for the campaign can consume what treasure he does give them.
sponsible for this. Too quickly, the much time.
game goes from the "Awe and
Unfortunately, most players
Wonder" stage in which the game don't realize that they are victims Super Characters
itself seems magical to the "Glory of Monty Haul until it's too late.
and Thunder" level where the For the DM who finds he has
players aren't happy unless their "Both ancient dragons rear back
worked himself and his players and spew fire at Clarissa the
actions are punctuated by wrath- into a Monty Haul campaign, there
of-heaven style special effects. Mighty. That's 192 points of fiery
are several possible ways out. Un- megadeath."
Monty Haul can begin inno-
fortunately, most of them require "Well, with her cloak of displace-
cently enough. Sometimes the DM the DM to act in a manipulative,
wants to try out some new magical ment and ring of fire resistance,
heavy-handed manner. Clarissa automatically makes her
items and so he makes them avail-
The DM can terminate the cam- saving roll. Between thering of fire
able at the first opportunity. Maybe
paign and start over. This has the resistance, the potion of fire resist-
he feels guilty about not providing
most immediate effect, but neither ance and her special ability to
enough magical items for every-
the DM nor the players may desire make her body immune to heat,
body. Possibly he wants to accelerate
this heavy-handed solution. that reduces the damage down to
the player characters through
Taking away the characters' 18 points, only a slight singeing.
experience levels. Whatever the
magical toys still involves a heavy Clarissa slurps down a potion of
reason, the end result is that the
handed approach, but it can be extra healing and then blasts both
player characters, like game show
done. Have the characters cap- dragons into Hinders with the photon
contestants, get used to obtaining
tured by incredibly powerful mon- cannon wand she found in the
vast amounts of treasure without
sters and relieved of their magical metallic ruins."
risk while their experience levels
goodies.
ratchet upward like miles on an
While still in the manipulative
odometer.
mode, the DM could save his game
A common by-product of Monty • Create situations where a char- his world itself or to the rules used
Haul gaming is the super character. acter's super weapons are to run the game. Sometimes these
The DM may know the type by turned into super slag. changes will affect the way that
now, faster than a speeding arrow, • Convince the other players that the players make decisions about
more powerful than a loco hill gi- a super character threatens their characters and their actions.
ant, able to leap tall dungeons in a their own well being. If the DM decides to add a new
single bound. Most of their attrib- • Use life-draining undead liber- continent to his world, the after ef-
utes appear to have been rolled on ally. fects are usually minor. However,
dlOO's. They have more magical • Set deadly traps in the form of if the DM chooses to reduce the
gizmos than a college of wizardry puzzles or devices that can only purchasing power of gold, change
and their hit point totals resemble a be triggered by those with high the way a particularly irritating
modest lotto jackpot. In most enough power or skills to operate spell works, or require wizards to
senses of the word, they are them. wear pointy hats, his players may
unbeatable—and they are the • Arrange for the character's object.
DM's fault. He made them what quality of life to decline. Maybe Unless all the players disagree
they are and he now must deal an injury, illness or curse with the change, go ahead with it.
with them. lowers or prevents full use of However, give the players a chance
Getting rid of super characters his attributes and abilities. to alter recent decisions or actions
requires more than a visit from an Maybe he's imprisoned forever that they would have made differ-
exterminator, but that is generally by the powers that be. ently had they known the change
the best solution. Toning them • Have the character's final trea- was coming.
down (i.e., taking away some of sure acquisition be an artifact
their power) is a bit more difficult. that messes him up physically
If a character has no chance of and mentally. Make sure the
Rules Lawyers
failure, adventuring becomes a player is aware of his fate at
simple exercise in treasure '7 don't care if you think it
some point and once again should work that way, that's not
gathering—sort of like an all- make the offer of retirement. the way the rules say it works.
expense-paid visit to the local
Look right there on page 112 of the
shopping mall. Considering this, Changing Reality Player's Manual."
even the player may actually want
to find a convenient reason to get "OK, before we get going, I want Rulius Magistarius, the rules
rid of his super liability. to let you know that I've given lawyer, can be the bane of both
Offer the character a chance to some thought to how Jenny's DMs and players alike and can be
retire. Maybe he is promoted to fighter used her ring of invisibility either a DM or a player. He's the fel-
demigod and has to worry about last week and I've decided to modify low who demands that anything
balancing yin and yang in the uni- the way we play invisibility from that occurs or could possibly occur
verse, not just whacking monsters now on. When a character is in the game be covered by rules
for profit. On a lower key, give him a invisible, anybody near him gets a and be followed exactly to the letter
barony or kingdom to run, whatever chance to sense his presence, re- of those rules. He is also willing to
seems reasonable. Have the gardless of monster level." argue endlessly about some minor
character put his arsenal to good "What? Oh just great! My char- point of rules until the DM or the
use, defending peasants from ma- acter bought an invisibility scroll other players are ready to concede
rauders. last game and now it's basically the point, if only to shut him up.
If that fails, feel free to set up situations worthless." Chances are he may only be
that either take the super characters comfortable in a situation where
down a few pegs, even to kill them Game worlds, like living crea- he knows exactly how things will
outright. Need examples? • An tures, are constantly changing. be. Ambiguity scares him. The
immortal hunter seeks prey, Most of these changes are minor, Wargamer style of play (see Styles
ignoring small-fry in favor of real but every so often, the DM decides of Play) suits this fellow just fine.
challenges. to make a major change, either to Dealing with the rules lawyer as
a DM requires both creativity and most necessary use of the Player's Adventure gaming attracts—
patience. He is the reason why the Handbook during play. Make the how shall we say it?—a unique
DM must both establish his own Dungeon Master's Guide and all type of person as a player. Anyone
word as the final authority in monster manuals entirely off limits. who prefers to spend a Friday
games played in his world and re- night pretending to slay dragons
cord any major variations to those Player "Personalities" and sling mighty magics is not the
rules. Make it clear to the rules type who fits the so-called "nor-
lawyer and the other players that "Hey, can I have a little of your mal" mold. More often than not,
the rules of the game are used as attention people? Kevin, finish these people, often the DM's
guidelines for play and are not de- painting the miniatures for the friends, have other unusual inter-
signed to cover every situation. next game, OK? That was real ests, hobbies and personalities.
The DM must be willing to hear the good Mark, but I'm not certain I Strong, unusual personalities tend
rules lawyer's opening arguments, want to see how close you can put to exert themselves in gaming and
and to explain the logic of his own your roundhouse kick to my nose readily find ways to come into con-
decision. Stand firm on a decision, again tonight. Ron, Randy, if you flict with other strong, unusual
but offer to discuss the situation after need the stuff in those mere'maga- personalities.
the game. zines, you can get them out later. Try to keep the emphasis of the
If the rules lawyer continues to in- Uh, Lawrence, my wife was saving game on gaming. Privately en-
terrupt play, come down hard. Re- that gelatin dessert for a dinner courage players to avoid discus-
strict further arguments to unified party tomorrow. I'd prefer we used a sing outside topics that will bring
appeals (all players must agree miniature for the green slime in- them into conflict. Be tolerant,
without requiring arguments to stead." even when pelted with dice (just
convince them). Ban all but the don't let it get out of hand). Be a
peacemaker. Remember, these are 'friend,' Lychor is nowhere to be DM's worlds exist free and clear of
friends. seen." any personal problems that the
"Grrrrr, that rat! We attack!" players have with each other. If the
Off Nights "Before your group can do anything, DM suspects that intra-party
Thuenor is struck by a dart, one of treachery is occurring because
"Look, I'm running this game! If I Lychor's black ones. As he feels its player A dislikes player B, stop the
say your stupid dwarf is dead, poison course through his veins, activity immediately. Suggest that
then he's dead." the dwarf hears 'that's for selling the players either behave them-
"But Thuenor should have been my spell book to the gnomes, you selves or find something else to do
able to detect that trap. He made little wart'." for the rest of the game session.
his detect trap roll just before you
opened that pit up beneath him. Playing adventurers "in charac- Pettiness
Anyway, 6d6 is way too much ter" often leads to situations where
damage for a 10-foot-deep pit." the motivations and personality of "The orcs attack the party while
"Then it was 40 feet deep and one character lead him into direct the fire giant goes after Sherimar."
had spikes in the bottom. Same conflict with another. If so, the DM "Hey, what is this, bash the half-
difference—he's dead!" may find himself moderating a tit ling thief night? How come all the
"But. . . forget it, I'll see what's for tat encounter which readily es- nasties head straight for my char-
on the tube. Let me know when ev- calates to an all-out war between acter? And what's a fire giant do-
eryone else dies." the characters (and quite possibly ing here? You said the ceiling was
What does it take to make a DM their players, too). only nine feet high."
go sour? A rotten day at the office Although team play is best for "He's standing in a low area that
or school? Missed sleep? Family successful adventuring, don't en- leads right to your character."
problems? A messed-up romance? tirely discourage small squabbles "Yeah, sure. You're still upset
The onset of pneumonia? Maybe between characters. They are a that your dumb trap won't work
even too much MSG in his Chinese part of role-playing and really do 'cause I found out that a magic
takeout? Everyone has an off day add to the game's richness and missile didn 't work that way,
sometime. Unfortunately, when complexity by offering an occa- aren 't you? Guys, I need some help
the DM's turn takes place before a sional interesting twist. However, here. . ."
game session, everybody suffers. when these little pranks escalate
to situations where bodily harm Ever notice that sometimes the
When a DM feels that he is not in DM singles out a player's character
may occur to a character, step in
good enough shape to run a game, for special punishment? Often that
it may be a good idea to postpone and stop them. Take the involved
parties aside and suggest that this player did something to irritate the
it. Give players adequate warning DM, like constantly arguing or dis-
though. No one likes to drive for an behavior stop. If that doesn't work,
use some element of the game to agreeing with the DM's judgment
hour to find no game. calls (rules lawyers beware!). So in
end the treachery.
If the DM finds himself consist- turn, the DM goes out of the way to
ently doing those things which make life miserable (or succinctly
these rules say not to during a Player Feuds short) for that character.
game, then by all means stop! Let Regardless, it's wrong. Such
someone else run the game this "Cindy, will you tell that piece of petty behavior violates the tenets
time. shit over there that if his retarded of DM neutrality and can cost the
dwarf ever tries that stunt again, DM the trust of his players. If he
Intra-party Treachery he's fuckin’ toast." treats one player unfairly, can they
"Oh yeah? Cindy, you tell hoser expect similar treatment?
and Backstabbing there that he can just forget his If the DM finds that he is aveng-
ride home tonight." ing himself on a single player, stop
"You round the corner, following
Lychor. Suddenly, you are sur- Always remember that this is a the game. Apologize and replace
game and that characters in the any losses before continuing on.
rounded by gnoll warriors. Your
Me-Against-Them could have avoided them easily. he himself is not the last word in
I'm a brown belt in Tae Kwan Do every subject. Other people will
Mentality and 1 know this stuff. Be real, and probably know more about as-
replay his attack the way it should pects of his world than he will ever
"OK, so you trash the high priest be." have the inclination to even re-
and his pals.<Well, just as the old
search. Look upon those players as
guy is dying from Thuenor's sword Assuming the player is a karate
thrust, he pulls on a hidden cord. resources, not just as thorns in the
student (and the DM is not) he side. If a player brings up a point of
The loud gong summons every probably does know more about
priest in the castle, and they all ap- realism that might be, useful part
the martial arts than the DM. He of the game, the DM should offer to
pear in were-beast form. Mean- could just as easily be an archery
while, an 18 inch thick steel plate work with him to design a rules
enthusiast challenging the DM on variant that incorporates his
blocks the exit." the realism of a barrage of arrows
"I think she's mad at us, Frank, knowledge.
or an architect correcting the DM The DM's campaign will be im-
what do think?" on his design of a castle. The point proved by an additional richness
This is an extension en masse of is that the player is better in- of detail and, more importantly,
DM pettiness. Maybe the players formed on the subject than the DM the player feels needed. In the end,
ganged up on the DM, foiling his and as an "expert," he expects his he will feel more a part of the game
best plans or backing up a fellow special knowledge to both counter- (though he may regret it if his spe-
player's disagreement with a mand one or more of the DM's cial rules eventually work to his
judgement call. So the DM retali- game actions and allow his character detriment some day).
ates. Neutrality is cast aside and to act as if he too possessed the
the game becomes a shooting same knowledge.
match, one that the DM can al- From the DM's point of view, his Know-it-alls
ways win. game has just been interrupted,
When someone realizes what's his authority has been challenged, Four times during the game ses-
going on, either DM or player, they and more importantly, he has been sion, Rudy has informed the DM
should speak up and stop the mad- made to look foolish because he that the rules either don't reflect
ness! lake a break, NOW! During apparently does not know his ma- reality or that if the DM knew what
the break, re-establish a policy of terial. A less-principled DM may he knew on the subject, the DM
fair and informed decision making follow up on the urge to make a would obviously make a different
and mutually discussed disagree- pay-back on the player's character decision. Each time, the subject
ments. Consider replaying events later in the game. Yet there are was different and the player felt
that occurred after things got out other ways to more effectively deal obliged to clarify the subject matter
of hand, allowing the DM some lee- with experts. for all involved.
way to account for player knowl- First of all, reinforce the authority
edge of the situation. of the DM. Regardless of what the The expert (which we discussed
expert says, the DM's judgement above) and the know-it-all are two
regarding a situation stands. This is very closely related species of
Experts gamer. Chances are that the latter
a game, the rules were designed to
be fun and playable, not perfect type of player does know his mate-
"The martial artist leaps up at rial, but the difference between
the three fighters, does a spinning simulations of reality.
Second, and only if necessary, them is that this fellow, the know-
side kick and knocks two of you it-all, is very interested in letting
down. B'rolfs hit points are re- gently inform the player that his
character probably would not people know that he knows more
duced by twelve and Eyegor's by than they do and delights in the at-
nine. He then . . ." have that type of information, and
that you would appreciate it if he tention he gets when all eyes are
"No way, that's just not possible. focused on him.
would accept the challenge of role-
A real martial artist would have to The know-it-all is more a prob-
playing him in that manner.
use two kicks and the fighters lem than the expert, since he has
Third, the DM has to accept that
an opinion on everything. While of by the group), the player makes In our earlier section on Pacing
he may not directly challenge the sure that his favorite character at- & Theatrics we talked about con-
DM's authority, he often wants to tributes and money or background structive cheating, or fudging.
play his character in light of his rolls are loaded with the best possi- There, we suggested it as a way to
own knowledge. ble results. improve the quality of the game.
Again, as with the expert, the A player who fudges dice rolls in So now we have established a dou-
DM should inform the player that order to make things go better for ble standard: it's OK for DMs to
he should role-play the character his character only ruins the game cheat, but not players.
as if he did not possess the knowl- for himself. From that point on, he DM cheating, or 'fudging' should
edge. If this does not do it, enforce never knows whether or not he re- always be a last resort. Often, it
the decision. Don't allow the play- ally could have won through on his serves as a way to get the party
er's character to use knowledge he own merits. Lacking such confi- around a flaw in the design of an
would not normally know. dence, he may feel that cheating is adventure—either something too
Furthermore, the DM should ad- the only way he can succeed, both deadly or an overemphasis placed
mit that although he may not have in the game and in life. And if that on the outcome of a single die roll.
as much information on the sub- player is caught cheating, can his DM fudging should never favor the
ject as the player, his decisions are friends ever trust him again? monsters, a single character (or
based on the rules of the game and Player cheating hurts the quality even all the players for that mat-
will stand unless their is unilateral of the game, it's hurts the other ter), or his desired plot outcome.
player support for any rule vari- players, and it hurts the person Instead, the DM should only cheat
ants. cheating. How the DM deals with when the outcome of a DM-
the cheat depends on his feelings controlled action would totally and
toward wrongdoers in general, but pointlessly destroy the adventure.
When Players Cheat the following course of action may Unlike a computer adventure
be appropriate: Ask the player to game, it's not always possible to
"Allright, Grimbor hits again redo the suspect die roll and sug- restart a failed game from a saved
and does 12 points of damage. You gest that all future rolls be made game.
want to see my roll? Um, I think I where all can see. The DM may Cheating should be both con-
knocked the dice over just after I wish to have other players develop structive and give the players
rolled them . . . uh, yeah that's the a punishment for a cheater, some- some control over their destiny.
ticket." thing that deprives him of ill- Don't let the players off too easy.
gotten gain. If the cheating Chances are the DM will feel just as
Somehow, for some reason, continues, ask the player to find cheated by that action as the players
some players think that it's OK to another game group. would feel if he wiped out the
make up their own dice results. PCs. Instead of ignoring a deadly
Yes, it improves the game outcome trap, let it go off, but give the char-
for their character, but is a character
When DMs Cheat
acters time to react or escape.
who always wins, who always The dice fall—sixteen, eighteen, Instead of killing a character
does what he needs to do as well as and twenty-one, uh oh. The DM with a deadly blow, have it destroy
it could be done, as fun to play as looks at his notes and back to the something of personal value to the
one who occasionally messes up? dice again. If he uses those results, character.
What about the drama involved in half the party is dead. Still, they If the characters are overlooking
missing a die roll and then know- are the results of a fair dice roll. So something obvious that would
ing that the next one has to be close, yet so far. Still, instead of save their lives, make the hints
made or it's all over, and the glori- killing the characters outright, he broader or find another way to
ous relief and excitement when could throw something else at draw their attention to it.
that next roll succeeds. Character them, something equally deadly, Lastly, if something would logi-
creation is often where the cheat- but which will give them a chance cally and reasonably destroy the
ing begins. Instead of rolling dice to survive—if they're clever. entire PC group, modify the out-
for character stats (or using some come just enough for a character
other method generally approved
or two to make a conscious deci- When it does happen, the DM (or a sudden coronary). This
sion to sacrifice themselves for the needs to respond quickly and gen- heavy-handed style of play is not
sake of their fellows. They get the tly, but firmly. Ask the players to recommended if it seems likely
benefit of heroic death (from which be civil to each other. Stress the that the DM would like to keep this
there might be a return) and the need for team play. If necessary, set player in his game (or even keep
adventure can continue from down some common courtesy him as a friend).
there. rules.
One final note—don't let the Enforce a standard order of play, Sleeping Beauty.
players realize that the DM has who goes first, regardless of where
cheated. Many players feel manip- people are sitting or what their The character collapses in a
ulated when they realize that the characters are doing. limp heap. Nothing can wake him
DM's intervention, not their own and nothing can hurt him. For the
skills saved their bacon in a tight When Nature Calls convenience of the other charac-
situation. ters, the afflicted one could move
"Yikes, it's eight o'clock! I was around like a sleepwalker, a som-
Rudeness supposed to be home at 7:30! I'm nambulating zombie. Like Snow
in for it now. See you next week, White, the sleeping character
Randy: "Herb, wait until it's guys." waits to be reawakened. How he
your turn." gets out of the dungeon, whether
Herb: "Oh, stuff it, dickbreath, "What happens to Frank's
dwarf? Thuenor was the only he must be carried or walks
my character's doing something zombie-like on his own, is up to the
more important than yours right fighter we had left."
DM.
now anyway."
Rita: "Guys, where's the last It would be nice if the outside
world could be kept from intruding There's No Place Like Home
beer I left in the fridge? I can't find
it." on the DM's carefully ordered
game world. However, players are When the player leaves, his
Herb: "Hey, URRRRP!!, I'm sorry, character is instantly teleported to
OK? How was I to know that was people (it's really true!) and people
often have commitments that take wherever it is that the adventurers
your last bottle." hang out between quests. All hit
them away from the gaming table.
Grumpiness, grouchiness, bad The fact that Thuenor is the par- points, experience points and ac-
manners, interrupting players ty's only fighter means little to a cumulated treasure are intact. Of
during their turns, eating food that player's wife if he was supposed to course, if the PC group doesn't re-
wasn't intended to be shared— be home an hour before. Likewise, a turn here at the end of the play ses-
whatever—the end result is that player's urgent need to "pay sion, the DM must come up with
one player (or more) is acting in a rent" on the two liters of soda pop an equally implausible way to re-
way that insults or annoys his fel- he's ingested since the game be- turn the character to be with his
low players and the DM. This type gan may not wait for a convenient comrades. Warning: some bright
of behavior encompasses a lot, rest break. Either way, a player player is going to figure out that
from the guy who openly insults character disappears from the this is a quick way out of a bad
someone else (even a joke can game, often at an inopportune mo- spot. When the PCs find them-
hurt) to the fellow who presumes ment. selves surrounded by bugbears, he
that the food in the host's fridge So what's a DM to do? Consider says "Gosh, lookit the time, well I
was provided for his benefit. Most the following options: gotta be going now!"
people have enough tact to keep
unpleasantries to themselves or to He's dead Jim! Into the Bermuda Triangle
behave within the boundaries of
common courtesy. When they Without the player at the table to Some fluke of the universe swal-
don't, tension and bad feelings control him, the character dies, lows the character and he disap-
rapidly increase. struck down by a bolt from heaven pears to who knows where,
possibly another plane where time
passes not. When the player sparingly (if at all) for they tend to While some DMs may not care,
conies back, his character reap- disturb the "suspension of disbe- after all the point is to have fun,
pears from limbo and time starts lief which is integral to any role- others may find having their best
again. playing game. trap foiled by a character acting on
Whatever the choice, remember 'spirit voice' tips from a the corpse
Polymorph to NPC this: chances are that the DM may of a recent companion.
find himself a player in campaign Each DM must decide this point
When the player leaves, his run by that very same player. Re- for himself and if voices from be-
character becomes a nonplayer venge is often fatal, final and un- yond seem unfair to him, then he
character under the control of the pleasantly sweet. needs to say so and make a suit-
DM. His character still fights and able punishment for the crime
even takes risks, but cannot lead (one that affects all parties con-
or propose innovative solutions. Shut Up, You're Dead
cerned).
Whether or not the character gains
experience is up to the DM. When "Sandy, have Clarissa the
the player returns once more his
mighty open the left side of the box Never Say Impossible
first."
character is returned to him, along
"Sandy, I'm afraid you can't act "My Dwarf fighter, Thuenor,
with any wounds or treasure he
on that. Dave's character is dead throws his mattock so it lands on
may have accumulated. and he's not fuckin’ here right top of the wall, steps back, and,
now, are you Dave?" with a short run, leaps up to grab
Changing Hands "Uh, no, I guess not, but I think the top of the wall. He gets his
Control of the character shifts to she should also eckchay for ap- weapon, dives into the water, and
another player until his original stray before opening the box." swims to the far shore."
player's return. The new player "Yeah, Clarissa checks for traps "Six impossible things before
treats the character just like one of before opening the left side of the breakfast, eh, Frank? (Sigh.) You
his own. Unfortunately, any secret box." sure that he doesn't want to walk
information recorded on the char- "Arrrrghh. Dave, get out of here on the water instead? OK, I'm
acter sheet is revealed to the new and roll your next character— and gonna need some die rolls."
player. Furthermore, any special put him about a million experi-
knowledge known only to the orig- ence points in the hole, too!" Players want their characters to
inal player and the DM is usually do the darndest things. They're
not shared. Is the DM going to allow com- heroes, right? Heroes do heroic
munication between players things. Yet, reality (often in the
The solution really depends on whose characters are either dead form of immutable physical or
the playing style of the group and or separated by a sound-stifling magical laws) has to be consid-
how long the player expects to be distance? The situation is bound ered.
gone and possibly even his reason to arise. The character who takes Don't tell a player that he can't
for leaving. Zapping the character independent actions may try to do something. If the task is at all
of a player who has to make a mad pass on what he has learned to his possible (even if hideously diffi-
dash for the bathroom is grossly compatriots to help them catch up cult) allow the character a chance
unfair, but the same cannot be said (or, more likely, rescue him from at it, say a 1 in 100 chance for
for the player who becomes en- some predicament) or the sole sur- something that's darn near impos-
grossed in a movie showing on tel- vivor of a party gets lots of help sible. If the task is impossible, let
evision. from his deceased buddies when the player know it by the dice roll
All in all, we have found that the he tries to solve the puzzle that he is asked to make. For example,
last two solutions, polymorphing stands between himself and free- "Go ahead, Frank, Thuenor needs
into an NPC and changing hands, dom (and, coincidentally, the op- an unmodified roll of 21 on a d20
work well in almost every situa- portunity to resurrect their to swim with his armor on."
tion. Most of the other, more dra- characters). Instead of telling a player his
matic solutions, should be used
good character can't do something ogres for later. Let's go nuke us a wizard who disappears and then
evil (y'know, taking candy from a wizard!" returns may not be the person who
baby or something equally wrong), left the group, but may instead be
let the local authorities teach him Successful adventuring parties a doppleganger.
the error of his ways. After his survive and thrive because of Independent action can be fun
character is stockaded, loses most teamwork. Yet not every player for both the DM and the player
of his possessions, and finds that feels that his character's best inter- willing to risk his character, but
his Constitution attribute has ests are served by continually going when it happens too frequently, it
dropped a point due to that un- along with the group's actions. leads to the problem of the split
pleasant disease he contracted in More often than not, these are the group. In such cases, the DM is
prison, he may think twice before players whose characters are not forced to run two (or more) sepa-
doing evil again. the leader types. Their characters rate groups at the same time. Still
On the other hand, don't go overboard hang near the back while the par- worse, it can lead to both intra-
on the punishment. Make it fair and ty's movers and shakers plot the party treachery and player feuds.
reasonable (unless, of course, the team's next action. Notes passed
infracting player already knows that to the DM from these players de-
the local authori-"j ties are NOT fair scribe activities to be performed "No, wait, I change
and reasonable f themselves). Don't (secretly if possible) by the player's my mind."
kill a character for spitting on the character. When the group goes
sidewalk (unless, of course, the locals one way, the independent PC goes "Bruno says 'Go eat sjelkunga
worship sidewalks and he has defiled the other. berries, scroggly face' to the old
their god). Such independent ventures are man."
The plus side of giving the char- risky, since the DM has often de- "OK, Bruno, you've just insulted
acters a chance to dice their way signed his world to accommodate N'gojorogo, the high chief of all the
out of nigh-impossible situations is a group, and can easily result in a J'garta barbarian tribes. He is un-
that it gives them a chance to get swift doom for the character. How- impressed by your manners and
out of situations that would other- ever, because the character often orders the young chieftain, the one
wise automatically kill them. relies on guile and stealth, he may you thought was in charge here, to
succeed at something where the have you pierced through with poi-
full party might otherwise fail. soned spears."
Overdone Independent Should he succeed, he has his pick "No, wait, that's not what Bruno
Action of rewards, ones that he may wish says. . . what he really said was. .
to keep to himself and not share ."
"OK, Gary, the three fighters with his fellows.
Hank around to the left, Sherimar Needless to say, other players be- Bruno's player seems to have ne-
the thief works her way across the come upset when one of their own glected to think about the conse-
wall above the door, and the wiz- disappears, probably to get the quences of his player's actions. He
ard, Lychor, walks up the middle choice pick of a treasure that has committed a wrong, and now
as if he suspected nothing." should rightfully be shared among that he has to pay the price, he
"Fine. Except that Lychor all. Yet, unfair treasure division wants to recall his action, to make
doesn 't seem to be here anymore." should be the least of their worries. it as if it had never happened. One
"What?" A character prone to selfish ac- can bet that if the DM had said,
"Where'd he go?" tivities may decide to change "the old man quivers in fear and
"Grrrrr!" sides, to go to work for the foe (par- offers you 100 gold coins in trib-
"I'm going to get that sneak." ticularly if he has been captured ute" that player wouldn't want to
"Quit snickering Dave, where's and offered his life in return for be- change his mind.
that mage of yours gotten off to?" trayal). Worse yet, a lone character Bruno's player is not alone. The
"Waitaminit guys. Change of is an easy mark for creatures who DM will have to deal with the same
plans, Gary. We're gonna leave the can shapechange or use illusions problem more often than he might
to assume new identities. That like. If the players have been pre-
sented with adequate information gether? Can't remember? Well, all soon, there won't be enough time
to make necessary game deci- your Saturdays are free from now to do anything. . . I doubt if
sions, they should not be given the on. My lawyer will call next week. Clarissa the mighty and Whandar
opportunity to change their mind With regrets, your soon-to-be-ex- can take on this quest by them-
once they learn the consequences. wife, Sharon. selves tonight. . . I've tried calling,
On the other hand, if it is reason- but nobody's home. . . I'm certain
It is often a mistake to attempt
ably obvious that a player didn't they knew there was a game to-
the scheduling of a game session
have all the facts, even though he night."
each and every week. Other
was paying attention, be lenient friends and especially family It happens—at the last minute
and allow the change. would probably like to see you on a nearly everybody cancels out,
To avoid the situation, try en- regular basis. Try for a three weeks leaving the DM and one or two
forcing a policy of "if you say it, on, one week off schedule. In addi- other players sitting alone in a
you do it." This can be taken so far tion to an improved social life, the room trying to decide how to pro-
as to say that anything the player DM may find that these regularly ceed. Unfortunately, the campaign
says at the game table that is not a scheduled breaks may prevent ab- often depends on having all the
direct conversation with the DM is senteeism in a campaign and can PCs and the creativity of those who
something that is also said by his provide extra time to work on his didn't show up. If the DM lets the
character. ideas and adventures. players who did show run a herd of
Gaming Too Often
NPCs, much of the plot value of the
Insufficient Players game is gone. If he lets them run
the other players' characters, he
"Shouldn't they have all been either has to enforce the 'reality'
Dear John: Think back. When did here by now? . . . If we don't start
we last spend a Saturday to-
and 'permanence' of any damage crowd control, a group with more movies (and not just genre stuff),
or death that occurs or treat the than eight players is a cumber- and becoming a regular player for
whole play session as a dream se- some entity. Three to six players is a while. If the DM has been run-
quence that never really hap- best. Actual numbers aside, if the ning games long enough to burn
pened. Although this cheats the size of the group is too large to out, then one or more of the play-
actual players out of experiencing manage, split it up. Ask another ers in his campaign should be
this part of the adventure, they are player to run one of the splinter competent enough to run their
the ones who chose not to show groups. If the players are willing, own games. Ask one of them to run
up. and space allows, run the two their own campaigns until the
The other alternative is not to groups at the same time (big base- burned out DM has had a chance
run the regular campaign that ment rec-rooms are great for this). to recuperate and become excited
night. The DM might consider the Consider having both DMs run the about the possibility of running his
following instead: same material and occasionally own game again. Don't push it,
Teleport or gate the player char- switching back and forth between though. Relax and just enjoy not
acters who showed up into an- groups. having the responsibility of DMing
other adventure. Let them gain for a while. Hey, maybe this is a
additional experience points here, good time to get familiar with the
but don't let them be permanently DM Burnout Player's Handbook again.
killed (make it a dream experi-
ence). The DM sat staring at his game
Run a separate adventure, say notes. Before him lay a sheet of
something from a magazine, or note paper, blank except for an
even an extemporaneous story ad- aimless doodle. For nearly an
venture. hour, no inspiration had come for
The last may be the best. Put Saturday's game, making tonight
away the AD&D® game material a dismal repeat of last night. In fact
and get out a fun board game, a even running the game seemed
deck of cards, or even a video like a terminal chore.
game. Relax, have a good time,
and continue the campaign next Authors call it "writer's block."
session. Business executives call it "burn
out". Whatever the name, it can af-
fect DMs, too. The general symp-
The Too-big Party toms include a lack of inspiration
for new game material, a loss of en-
"Table number three, I'll take thusiasm about running games,
the statements of intent from your and the dismal feeling after a game
characters now. Please be quick, that you didn't do a good job.
I ' d like to get in at least three Chances are that it's not some-
rounds of combat tonight. And now thing that the DM has really ever
for the RPGA scoring…" considered. Most game players
play games because they love
For every group that can't get them. The thought that they could
enough players, there's always become tired of it never crosses
one that has too many. Often, the their mind. Yet, it happens.
reason is a popular DM. He runs a The solution is to quit— take a
good game and players want to vacation. Get away from gaming
play in his campaign. He only has or at least from DMing for a while.
time for one group, so everyone Recharge the old creative juices by
plays together. reading good books, seeing good
Regardless of the DM's skills at
It's possible to pick up a novel changing game environment. It is from scratch may seem over-
and read the chapters out of se- a place that the DM builds, but whelming. There is a lot of work in-
quence and still say you've read which gains its life from the con- volved, but it need not all be done
the book. The pulse-pounding tinued involvement of both the DM at once. Start small and work up-
action, convoluted intrigue, and and his players. ward and outward from the core of
character growth are all there, but ideas upon which the campaign is
the reader has wasted the book's Dividing the Work based. Don't do more work than is
true entertainment potential. initially required to give the players
Everything's taken out of context From this a taste of the world in which they
and there's no continuity. point onward, the goal will be to live. The wise DM will never put
In a like vein, players and DMs get the DM up and running, creat- more work into a campaign than
can have enormous fun playing in- ing his game world, moderating he can reasonably get back in play
dividual, unrelated AD&D® game game play, and dealing with one of value and neither must he do all the
adventures without ever creating the more challenging aspects of work himself.
a game world or developing a con- gaming—the players themselves. The DM's first step is to get orga-
tinuing campaign. Campaign style The first task then, is that of nized. Have a folder ready for notes
play may not be for everyone. Still, world creation. It is possible to about the campaign world. Three-
like the out-of-sequence book, avoid this step completely. Com- ring, loose-leaf binders are a good
something is missing. The charac- mercially developed campaign way to keep your notes in one
ters live their "lives" out of con- worlds like the WORLD OF handy place. Don't mix unrelated
text. They have mighty adven- GREYHAWK®, FORGOTTEN information. Use index dividers to
tures, yet no eternal mysteries are REALMS™ or DRAGONLANCE® keep related notes together. Even
solved by their actions, no peoples campaign settings, can set things if the sewers beneath the city are
are rescued by their deeds, and no moving quickly for the DM. Much the place where the PCs will ad-
world celebrates their glories. The (though not all) of the background venture, keep those "dungeon"
players know the outcome of each work involved in creating a fantasy notes separate from the city de-
episode, but are uninvolved in the game setting has already been scriptions.
book that could be. done. These fantastical game Next, think about the general
A game campaign exists to pro- worlds have been mapped, popu- nature of the world and focus on
vide a framework for a number of lated and imbued with life by the the locale in which the characters
connected game adventures. The designers, writers, artists, and edi- will adventure. Will it be a land of
campaign is more than a game tors involved in their creation. warring medieval baronies, a re-
world or a clever plot line. It must They are rich in details and good mote and rugged wilderness, an
be a place for the player characters examples of what campaigns can arid desert realm, or a sophisti-
to live, grow, and develop. For develop into. Still, most DMs get cated oriental empire? The DM
their character development to the urge to create worlds of their may wish to base the world around a
have any meaning beyond inflicting own, making fantastic realms favorite fantasy novel or even
megadeath, acquiring zillions of based on their own fertile historical Earth. Whatever the de-
experience points, and collecting imaginations. sired feel, the DM should keep his
vast, tax-free inventories of gold For the determined DM, a chal- plan in mind when developing
coins and arcane devices, the lenging task lies ahead. Campaign pieces of the world.
characters need a world upon creation is fun, often even more Third, divide the work of creat-
which their actions, the outcomes challenging and exciting than ac- ing the world into easy-to-handle
of their adventures, can have a real tually playing, but it's also work- stages. Don't try to do it all at once.
effect; a world whose events, in time-consuming work. For both Start small. Write ideas down as
turn, affect the player characters the novice and experienced DM they come and leave room for
themselves. alike, the time required to create a them to grow. Not everything need
When properly created, the cam- new, original game world can be be in place before the first game
paign is a living, breathing, grow- daunting. The thought of spending session, just enough to give a bit of
ing, and most importantly, endless hours building a world local flavor, or a sense of position
within the world. At first, only a tures, religions, and area maps for What do they want to do? What
limited area, called a core area, parts of the world. Great idea, but kind of adventures do they seek?
need be described. Beginning how? What interests them? Design the
player characters need not know Let the players come from parts core area and the first adventure to
much more. of the world other than where the meet these desires. It would be
Consider starting in a remote campaign will initially take place. folly to design a campaign around
part of the world, close enough to If a player wants to play a sea- political intrigue or a grand mys-
civilization to be settled by hu- faring barbarian, give him a tery when what the players really
mans, but far enough away to be of coastal or island area from which want are monster hunts and
little immediate concern to the his people originate. Give him a dungeon crawls. As the players be-
lords of the land. A village or even a peek at what has been roughed out come involved in the DM's world,
friendly wayside inn provides a for that area. Encourage the player the DM can rely upon them for in-
base of operations for the charac- to make notes about what goes on spiration.
ters, a place for them to rest, re- in his corner of the world. Much of
cover from adventures and spend this can come from his character
treasure gained during encoun- background. Who are his people's
ters. A road or two should go some- gods? Do they have any peculiar
where, though the locals may only customs? What are the major cit-
know that it goes to the next vil- ies? Encourage the player to draw
lage. If the village has a temple or a the regional maps for his home-
shrine attended by a cleric (who is land. The more the player details
willing to heal wounds), determine his character's culture and home-
which deity the cleric serves. land, the more he designs that por-
Build outward from the core tion of the DM's world.
area. Before the second play ses- In a similar manner, the players
sion the DM should map out major of priests and paladins can expand
terrain features for several days' upon the nature of gods and reli-
journey around the characters' gions in the DM's world. Thief
base of operations and have a characters may be both the basis
large-scale map of the land in for a thieves' guild and an over-
which the adventures take place, view of the laws of the land (partic-
including the positions and names ularly as they relate to larceny).
of major cities and landmarks. Now this doesn't mean that
everything that the player says
Involving the Players has to be law. In fact, the creative
DM will take what the player gives
Asking the DM him, and modify it ever so slightly
to even attempt to handle every as- to reflect what the DM knows to be
pect of game world creation is sim- true of his world (things the play-
ilar to asking the architect of a er's character wouldn't or couldn't
major construction project to do know). Does it matter that the
the plumbing and wiring himself. player knows what part of the
Chances are he can do it sooner or world map looks like? Not particu-
later, but meanwhile, the building larly. It is his character's home-
goes unfinished. In a like manner, land.
the DM can take forever and try to Listen to the players. Although
cover every detail of his world him- much of the core design and devel-
self, but why do it? Why not in- opment falls on the DM's shoul-
volve the players? Let them do ders, don't design the world
some of the work of creating cul- without listening to the players.
To choose to be a Dungeon Master A Big Job Made Easy small kingdom off the beaten path, a
is to accept the responsibility of cre- little barony that needs the attention
ating fun, challenging adventures Even for an ex- of a motley band of heroes, or an
for eager players and their charac- perienced DM, starting a new isolated island with access to
ters, and developing a larger setting world is a. daunting, even person- places of mystery. If the players'
in which their adventures are to ally threatening prospect. So characters begin as local folk, they
take place. This setting must be one much work lies ahead that one do not need to know more of their
that takes on life, developing and wonders if the eventual fun will be world. In fact they probably will
growing on its own. This eventually worth the effort. not know much more than the
takes the form of a unique fantasy While it may merely daunt an fields around their own village or
world, which takes shape with experienced DM, the project can keep. Thus, at first, the DM can
lands, legends, and peoples drawn overwhelm the novice—so much limit his world design to a mere mi-
from the DM's fertile imagination. to do, so much to know. Yet the crocosm of that world.
While it's possible to run a cam- tasks can be scaled down and The very important aspect of
paign entirely within the confines of made to fit a DM's available time, history need not include much
someone else's pre-made world, energy, and ambition. more than the last few generations
such as the DRAGONLANCE® cam- The good news is that all the of local lore and at least some idea
paign lands of Krynn or in the vast work of world creation need not be (if only for the DM's benefit) of why
reaches of the FORGOTTEN done before playing out the first those old ruins are slowly crum-
REALMS™ campaign setting, there adventure. The guidelines that de- bling out there in the woods.
is no greater glory for a DM than to scribe how to create an entire A great campaign can begin as
run adventure campaigns set in his world can be scaled down to apply simply as just described. As the
own world. to something much smaller, to a DM's time permits, his world can
grow outward from a core of these • Ancient History: What forms about key features he wishes to in-
first little kernels. The backwater the basis for the world's cur- corporate in his campaign. Will the
barony turns out to be a small fief rent state of affairs? new world have a pair of twin vol-
in a larger kingdom, the local temple • Mythology: Gods, legends, & canoes whose molten innards
is revealed as a heretical branch lore touch upon the plane of fire? Write
of the primary religion in the area • Fantasy: A final evaluation of it down! Is there a canyon com-
(causing some hot water for any the world in light of a fantastic plex that dwarfs the Grand Can-
cleric characters when they leave imagination. yon of the American southwest?
the shelter of their home town), Make a note of that! How about no-
the cherished and respected local Just as they are in our own madic samurai elves who are the
lord is found to be a pretender, a world, these aspects are tightly in- last remnants of a dying race from
local bandit chieftain turns out to tertwined with one another. As one another plane of existence? Great
be a large scale international phase of the world develops it af- idea, record it!
criminal, and so forth. fects subsequent phases and may Assume that the laws of nature
By beginning small, the DM can require that the DM change material in the world have some bearing on
also test his pet ideas and keep or he has already created. Don't let our own. Note any differences that
discard them as he finds they work ideas get away, even the ones that might affect play or add color to
or fail miserably. A general guide are thrown out. Keep notes of ideas the game world, then let it be in ef-
for deciding if something works or that appear spontaneously, you fect for the rest of the game.
not is to ask yourself: Was the con- never know when you will be able The more ideas that are put to
cept easy to understand and were to use them in another project! paper, the more the DM will know
the players excited or intrigued by about his preferences for his world
the idea when it was presented to before he begins making choices
them? If the answer is no to either Campaign Overview about its final design.
part of the question, then it may be a The first step Along with any ideas that spring
good idea to discard it and try toward creating a personalized to mind, the DM should know (and
something else. campaign world would seem to be have written down) at least some
drawing a map of that world and information on the following topics
Getting Started placing the important geographic regarding his world-to-be:
features. Yet to do that immedi-
The decision to ately would be a mistake. The first, • What is the dominant sentient
make "the plunge" has been and possibly most important step race?
made. The experienced or novice is to think about the world to be • What other races dwell in the
DM has decided to make a new created. A DM who has come this world?
world. He accepts the challenges far will usually have preconceived • What is the general culture or
that lie before him and under- ideas about what he wishes his technological level of the area
stands that it is no small project he world to be. Ideas have been col- where adventuring will begin?
undertakes. Since a large task is al- lecting and gestating in his mind Are the characters barbarians,
ways easier when partitioned into while he was a player in someone members of a feudal society
smaller, easier-to-handle chunks, else's campaign or when he ran his with towering castles, or perhaps
it is best to divide the work into old game. Even though the design even dwellers in a crumbling,
stages. For world creation, those process will generate new possibil- decadent civilization?
stages are outlined below: ities, these first ideas are impor- • Have previous civilizations
• World Building: Its geology & tant. Commit them to paper! existed here before the ones that
ecology Ultimately, they will shape the currently thrive? Did they leave
• Filling with Fauna: Its beasts new world. lots of ruins?
• Populations: Its sentient in- What kind of things should be • What types of climate areas will
habitants included? The DM should ask be readily available to adventure
• Social Structure: Government & himself questions or make notes in? Examples include arctic
cultural structure regions, deserts, and
temperate or tropical zones. ranges of arctic mountains, he prevail in one part of the world de-
• What type of major geographic should feel free to do it. However, sign while apparently obvious
features (like mountains, he should also remember that facets of another are totally ig-
oceans, deserts) might be fun to even in a world where magic nored. Thus it is possible to visit
use in running adventures? works and the fantastic is the worlds with exotic, yet realistic ge-
• How prevalent is magic use? norm, there must be a reason for ography that are populated by a
• What kind of really exotic ter- things to happen. ; homogenous population of medi-
rain features exist in the world? The same rationale that allows a eval baronies, all growing wheat
player to readily accept a world and making vast quantities of
As the world develops, these ini- patterned on our own can be made plate armor, or worlds with incred-
tial thoughts will guide its crea- to work for even the most fantastic ibly detailed ecosystems built
tion, though some may be of worlds, so long as the DM can upon terrain not too distantly re-
discarded as unworkable. Keep convince the players that the fan- moved from dungeon floor plans.
any ideas that are discarded for tastical nature of his world is nor- It readily becomes apparent that
this world. Chances are that some- mal. If the player characters know not everyone is a master world de-
day, there will be a need to create that the world has a red sun, or signer, regardless of his knowledge
another world—one in which that that water flows out of the oceans of our own world. Still, as in so
discarded idea will fit perfectly. due to an attraction to waterspouts many things, practice does make
found atop hills and mountains, perfect. Even if one is an experi-
they recognize that these are natural enced DM and knows how to create
Realism versus Fantasy features of the world in which a world, it still is a good idea to read
A great deal they live, and though different through these step-by-step
can be said for creating a "real" from what they know, should be suggestions—there's a good
world—one that is entirely familiar able to believe in it. chance that even the most experi-
to the players. The logic here is Remember, though, that a enced DM may come across some-
that if the players are able to ac- fantastic world feature that is thing that just hadn't occurred to
cept the physics of the world as found everywhere will soon be him before.
normal, similar to what they know treated as commonplace and will Although the goal is to create a
to be true in our own world, they rapidly lose its distinctiveness. fantastic adventuring environ-
will be able to suspend their disbe- Truly fantastic things, places or ment, the steps used to create a
lief of the DM's world. In theory, events should be localized to one good world, fantastic or mundane,
they are able to concentrate upon region or be just plain rare. They remain the same. Follow the steps
role-playing their characters. On then remain oddities, worthy of in- below, but more importantly, feel
the other hand, if the DM's world is vestigation by foolhardy adventurers. free to follow your own instincts
to be just like our own, there is re- when it comes to designing a world
ally no need to create a new world. World Building for your adventures.
The DM might just as well use After the initial concepts are in
maps of medieval Europe or pre- Every DM ap- place, world design often depends
Columbian North America for his proaches world-building in a on a DM's skill at map making. If
campaign world. unique way, governed more by the DM is unfamiliar with the tech-
A creative DM should not feel personal interests and preferences niques needed for good map de-
constrained to make a world that than any other definable factor. sign, he should feel free to flip
could fit on our own planet. His The temptation is to focus on an ahead and read the section on map
goal, his end product, should be a aspect of world creation that spe- making before continuing here.
fantasy world, the product of his cifically interests oneself and let
imagination. If a DM wants water the rest kind of, well sort of, you Choose a Scale
to flow uphill, have clouds that can know, just happen like it should.
be walked upon, design a swamp When this sort of haphazard tech- The first step in world creation is
that is bordered by desert, or lo- nique is used, true-to-life details to decide how much area the world
cate a tropical valley between map will include. As mentioned
earlier, it isn't necessary to create existent when the map is being Work up to the top
an entire planet, a continent, or drawn. Perhaps the best thing to
even a kingdom at one time. This do is draw the map out in rough Decide where to place the major
discussion will deal with an area form on blank paper and transfer it mountain ranges, and determine
the size of a continent, but the DM to the hex paper later. how high the tallest peaks will rise.
should stick to something that he Don't make them too frequent or
is comfortable with, regardless of Start at the Bottom too high; characters shouldn't
size. have to scale something the size of
At this stage, it is a good idea to Decide whether the world is going Mount Everest once every few
start mapping out ideas. If hex pa- to be the size of a continent or just days during a cross-country trek.
per (special mapping paper part of one. Pencil in an outline On the other hand, don't make
marked off with a hexagonal grid) that describes the coastline. them consistently low, otherwise
is used, assign a scale to each hex. Remember that not all coastlines they won't provide a good chal-
Otherwise, use a convenient unit are the same. An area that has lenge or change of pace.
of measurement, such as an inch, been subjected to glacial activity When placing mountains, con-
to mark distances on the map. The will be substantially different from sider the following: If the fantasy
chapter on map making gives areas that have always been world being created is similar to
more detail on maps and map swamps or deserts. our own world, then the theory of
scale. For our sample continent Now is the time to plan for major plate tectonics or continental drift
map, we will assume that the DM islands, long peninsulas, massive can be used to place mountain
is using a blank sheet of paper with a bay areas, and isthmuses connect- ranges. According to this theory,
scale of 50 miles to the half inch. ing large land masses and other mountains are created when one
Thus, on a standard 8l/2 by 11 ultra-large-scale geographic fea- tectonic plate—a moving section
inch sheet of paper we can map an tures. Decide now whether the of the earth's surface—presses
area 850 miles by 1,100 miles— continent is an isolated island it- against another plate. The incredible
just under one million square self (like Australia) or connects pressure crumples the earth and
miles! with other land masses (like Af- raises up towering peaks all
If more space is desired, simply rica, Europe, and Asia or North along the contact area. Where
fasten two or more sheets of map and South America). Unless there such activity is ongoing, the peaks
paper together side by side; or use is a reason to create a continent will be high, bleak, jagged, and
an even larger scale, such as 75, surrounded by water, extend the rocky. Where activity happened
100, or even 150 miles to the half land mass off one or more edges of during ancient history, the moun-
inch. Don't worry about losing de- the map. This keeps options open tains will be gentler, heavily over-
tail, at this stage all that is impor- for later expansion that can be grown, and forested—more like
tant is describing the size and done without having to redraw ex- huge hills, as is the case of the Ap-
shape of the world and locating its isting maps. If the DM eventually palachians near the eastern shore
most prominent features. Later decides that the continent is only of North America.
on, portions of the map can be an island, the map can be ex- Also bear in mind the large effect
scaled down into regional maps for tended to incorporate the previ- that mountains have on a real
greater detail. ously uncharted coastal areas. world's climate and social struc-
When using a hex grid, remem- At this point, the map shows all ture. They can shield areas from
ber that the world's outline and the places where the land meets rainfall, creating deserts; act as
any other features need not follow the sea, at least as far as the major natural barriers, separating adja-
the boundaries between the hex- land masses are concerned. By cent cultures; and, importantly for
agons—in fact, it's much better if definition, these coastal contour a fantasy world, they are rarely
they are not restricted by the hexa- lines also show the location of zero fully explored or exploited.
gons at all. The hexes are there elevation, or sea level. Locate the highest peaks indi-
only to regulate the size and dis- vidually and decide how high they
tances on the map. The hexes stand. If any peaks are higher than
should be assumed to be non- 10,000 feet, draw shapes around
those points indicting the 10,000- climatic regions. At this time, de- rain features. It can include vast
foot elevation. Then do the same termine the direction of the pre- rainless deserts or dense jungles
for a line of 5,000-foot elevations vailing winds in each climatic area where it rains constantly. Days
(remember, for scale comparison, of the world. The five brief climate during the warm months can be
that a mile is 5,280 feet long). descriptions that follow should aid uncomfortably hot, while nights
The map is now a rough topo- in this. during the cooler months can be
graphical map, showing the highest Most worlds will contain five dis- quite brisk. Winds of variable ve-
points of elevation on the tinct climatic regions: arctic, sub- locity blow from the east, often
continent and the area's lines of el- arctic, temperate, subtropical, and coming from the equator.
evation at 5,000 foot increments. tropical. Briefly described, these
The rough shape of the world, in regions are as follows: Tropical
all three dimensions, has now These regions are as consist-
been determined. Arctic ently hot as the arctic is cold. The
The above assumes a realistic These climates are most often temperature rarely drops below 70
approach to mountain placement. associated with polar regions, degrees Fahrenheit, except in high
For reasons known only to him, where it is usually frigidly cold. In areas or during the cold months
the DM may wish to entirely ring fact, it is so cold year round that when a "cold snap" of 60 to 65 de-
his continent with mountains agriculture is generally impos- grees may occur. Summers are un-
leaving a small strip of land along sible. Sentient beings live here bearably hot—especially in low,
the coast, or cluster his major only if they are equipped to sur- flat lands or desert areas. Winds
mountain range Alp-like in the vive in a deep freeze. Gentle to are generally mild and easterly.
center of his continent. Likewise, moderate (but very cold!) winds
mountains can be placed at this blow from east to west. Now is also the time to note any
time to isolate special or forbidden glaciations present in the mountain
lands. This is also the time to place Sub arctic climate ranges. Most mountain ranges in
some of those fantastic terrain fea- Winters here are long, harsh, arctic and sub arctic climates and
tures that the DM has in his notes. and cold— but daytime tempera- to a lesser extent, some high
If the DM is considering a large, tures in the summer can reach or mountain ranges in other climatic
high, inaccessible plateau, or an exceed 80 degrees. A short agricul- zones will have glaciers. These
area pocked by gigantic meteorite tural season is possible. Winds are great, slowly-moving rivers of ice
craters, place them now. Like more active here than in the arctic that flow downward, relentlessly
mountains, they will have a signif- and are generally westerly. As a scouring the world in their path.
icant effect on later design. rule, they blow from the direction Where possible, they extend until
of the arctic in the winter and from they reach the ocean. At the ocean,
Place It On the Planet the opposite direction in the sum- pieces of the glacier fragment off to
mer months. become icebergs, the bane of ships
Decide where the world is lo- in frigid seas.
cated with respect to the poles and Temperate
equator of the planet of which it is a In our own world this essentially Just Add Water!
part (again, this makes a broad encompasses the continental
assumption that the world is part United States of America. It is the With the low and high regions of
of a planet and not some exotic area of greatest temperature ex- the planet determined and the
plane). Then note some rough tremes, from bitterly frigid winters general climatic regions laid out,
boundaries where climatic zones to steamy hot summers. Winds are the DM's next step is to add some
change. The world need not run usually westerly (although eastern rivers and lakes.
the gamut /from arctic to tropical coastal breezes are common). Rivers begin at some high eleva-
climate, but on the other hand, it tion and run away from the source,
doesn't need to be the size of Subtropical toward an ocean, large lake, or
Earth's northern or southern hem- This is an area of climatic ex- some other place nearer zero ele-
isphere in order to contain all five tremes that are closely tied to ter- vation. A large river usually has
several tributaries (feeder rivers) through every hex unless the and lakes may have to "dry up" to
that flow into it, and extremely world is intended to have no des- make way for desertification.
large river systems (such as the erts. In our own world, deserts are pri-
Mississippi in North America or Swamps, fens, large marshes, marily found in or near the sub-
the Amazon in South America, and other wetlands fall into the tropics. The cause is the global
and all the tributaries that feed category of water. Wetlands exist wind pattern. Prevailing winds
them) are rarely found more than where the movement of water blow east to west around the equator
once in a continent-sized area. The through an area has either been and in the opposite direction in
presence of mountain chains af- hampered or where low-lying temperate regions. When the op-
fects this. Precipitation falling on ground has been filled by water posing winds meet over the sub-
one side of the range feeds one from a nearby source, such as a tropics, cool, moisture-bearing air
river basin, while precipitation on river, lake, or ocean. Place wet- is forced downward where it is
the other side feeds into another. lands in lower elevation areas, warmed by the earth. The warm
Large inland bodies of water (in- such as along the seacoast and in air retains moisture better and
cluding wide-ranging river sys- areas with many rivers and lakes. rarely releases it as precipitation.
tems and huge lakes) are less Farther away from the tropics,
frequent in sub arctic climates deserts are often located on the
than in warmer areas, but a sub
What's for Desert?
downwind sides of high mountain
arctic region may be laced with a ranges. When moist winds strike
With water courses and bodies
dense and intricate network of the slope of a mountain, they are
placed, it's time to plan out desert
smaller rivers and lakes. Be gener- forced upward. The air cools as it
areas. Have an eraser handy for
ous when laying in rivers and rises and since the cool air cannot
this stage (if one hasn't been used
lakes, yet don't run streams retain moisture as well, rain falls
already), because several rivers
on the mountain's upwind slopes. desert or forest). Hilly regions can tures. If the world has features re-
By the time the air crosses the also be spotted into the middle of sembling the Grand Canyon,
mountains, much of its moisture is flat, featureless areas, just for vari- Death Valley, or the Yellowstone
depleted. ety. After this, anything left over is, area (all in North America), now is
With these conditions in mind, for now, plains. the time to place them. It is also
place deserts in the world accord- time to determine if this world has
ingly. Obliterate rivers (or at least Large-scale Details volcanoes or earthquakes. If so,
change their course) if the map the DM should place the fault lines
shows water flowing through an Up to now, the continent has and subterranean hot spots.
area that in all likelihood would be been dealt with on a macro scale— As with mountains, the theory of
desert. depicting only those major fea- plate tectonics also affects the
tures that would be visible from a placement of earthquake sensitive
Planting Forests vantage point several dozens of areas and volcanoes. The shifting
miles above the surface. Now is the caused by the movement of the
By placing high mountains time to focus in on a few areas and Earth's continental plates causes
(10,000 feet plus), deserts, arctic add more specific details. Does the leading edge of a plate (often
regions, and lakes, the DM has cre- that huge desert have an oasis at where the continent's highest
ated a number of places that for- its heart? Is there a pass that runs mountains are located and most
ests cannot grow. Now decide through that awe-inspiring moun- often near a seacoast) to be earth-
where they do appear. Mark in the tain range? Do any of the major quake prone as the land relieves
forest areas of the world, remem- rivers have waterfalls? Mark these pressure by shifting along fault
bering that they are more likely to features now and they will be there lines. If the world has features that
be located near large bodies of water when the player characters come may indicate potential earth-
or where rainfall is plentiful looking for them. quakes or fault lines, mark them in
(such as the upwind slopes of high This is also the time to make any now.
mountains). Assume that the large-scale additions or changes to In a like manner, as the slowly
world has not been heavily lum- the terrain features. How about moving planetary crust inches
bered. Don't go above the tree line lining that river that runs through over a hot spot deep beneath it, the
on mountains (10,000 feet, where the vast plains with a strip of for- hot magma thrusts upward
arctic conditions begin) and don't est? What if that large river splits through faults and crevices to
place a forest next to a desert un- into a complex delta as it nears the form a volcano or to superheat
less there is a specific reason for sea? Are there islands in that mas- subterranean water. In this man-
creating "unearthly" terrain in sive inland lake? Possibly a river ner chains of new, dormant, and
that area. should run through the middle of dead volcanoes are formed (the Ha-
this big desert—but if so, it should waiian Islands are an example of
Other Common Features be bordered by strips of something this effect).
else, like prairie. The DM should Individual volcanoes do not
Any terrain that has not been des- make as many large scale finish- need to be included on a map of
ignated as seacoast, mountain, ing touches as he likes, stopping this very large scale—this would
swamp, desert, or forest must ei- only when he is wholly satisfied be as difficult a task as locating
ther be hills or plains (although with the lay of the land. every individual mountain peak.
hills can include ridges, razor- However, hot spots should be lo-
backs, or badlands and plains may Points of Interest cated, usually by marking off one
mean rolling prairie, arid steppe, hex (or 30 mile diameter area) in
or frozen tundra, each of which is a This refers to natural points of the lower regions of a mountain
unique type of geographical fea- interest. The truly exotic locales range or along a major fault line
ture). If it has no distinguishing are reserved for later. While the de- that cuts through those moun-
characteristics, the area adjacent sign of the world is still at an ultra- tains, representing a place where
to a mountainous region should be large-scale viewpoint, begin to pin magma lies close to the surface.
considered as hills (even if it is also down some special isolated fea- Not every fault line produces
earthquakes. Nor will every hot shows the whole world at a glance, Filling up on
spot contain active volcanoes it lacks the details necessary for
within its boundaries. Be generous day-to-day adventuring. The next Flora & Fauna
with these special features. They step is to scale down the world The next stage
don't all have to be active right map to make maps that are useful in step-by-step world creation is to
now, but no one else (in other for other purposes. These smaller populate the newly-made world
words, the characters) will have scale maps, called regional maps, with plants, animals, and fantastic
any way of knowing that they exist. depict in greater detail the lands creatures. Rather than place
that the player characters will ex- things at random, the DM may
Things Fantastic plore. The chapter on mapping ex- wish to consider how these living
plains the mechanical details of beings would be found in the eco-
At this point our view of the de- creating a regional map. logical structure of a real world. If
sign narrows a bit further as we Initially the DM should create the area being developed is
once again consider the DM's pre- only a few regional maps, which coastal, or contains large lakes or
creation notes and take a look at lo- will cover the places where the rivers, remember to place appro-
cating even more exotic features first adventures will take place and priate animals, fish, and birds in
on the world. As previously dis- one or two adjacent regions. Transfer and around the water.
cussed, a world filled with mun- the major terrain features from the
dane features may have its awe- world map to the regional map and Ecology Overview
inspiring moments, but otherwise, begin to add more details. Keep
it remains mundane. It is strongly in mind that in most cases, terrain As is the case with our own
recommended that the DM place does not remain the same mile world, the ecology of the DM's
a few large scale, noteworthy after mile. Break up large terrain world exists in delicate balance.
pieces of geographic fantasy into features with smaller terrain The plants and animals are depen-
his world. The DM will, in all details. A vast plain may be dotted dent upon one another for life and
likelihood, have his own imagi- with small forests. A vast forest sustenance. A food chain exists
native features, but samples might may contain numerous small with links that connect the smallest
include twin volcanoes that con- swampy areas, deep-cut ravines protozoan with the largest
stantly belch forth ash and lava, a and lakes. Include special features predators. Yet the DM doesn't need
badlands that dwarfs even the on a smaller scale. Add in the to concern himself with the opera-
Grand Canyon, fragments of a ti- streams that feed the rivers, bor- tion of the world at this level. It's
tanic wall (possibly a construct of der lakes with marshes. Put low, only when he brings sentient be-
the gods?), giant craters, dead areas rolling hills into the plains. ings and huge carnivorous mon-
of salt, ash, and glass, an in- Try to give each regional map its sters into the picture that he needs
credibly deep lake ringed by own bits of unique geography, to consider how his ecology works
swamps, or a natural stone bridge things that are visible only when and how to keep it working in a re-
of unusual proportions. viewed more closely, like sink alistic manner.
Be sparing with them, but don't holes, small islands, or jagged Assume that each climatic and
be afraid to put in such features. cliffs. geographic region of the world is
As the world develops, they can If the DM desires it, he can zoom populated with animals similar to
spur imagination and form key as- in further on parts of the regional those that fill the usual ecological
pects of its mythology and history. map and create areas in even niches in our own world. A variety
greater detail. This is particularly of small scavengers, predators,
useful when detailing population
Zooming in for Detail centers like cities, villages, and
omnivores, and herbivores will
eat, live, reproduce, and die in
Now that he gathering grounds for nomadic much the same manner as their
has his world's major geography peoples. counterparts do in our own world.
designed, where does the DM go The next steps then, are to place
from here? Since the world map some of these plants and animals.
Review your notes and take a look
through your copy of the Mon- Though this is not a big deal, hav- Major Predators
strous Compendium for new ing a ranger trap a trio of snakelike
ideas. Jot down your notes for slikkerns for dinner instantly cre- Next, decide what major preda-
later when you can go back and fill ates a different atmosphere than tors keep the numbers of these
out a monster form and define the snaring three bunnies. large animals in check. At this
specific attributes for each of your Remember that a creature must point, feel free to pull fantastic
new creatures. Continue to work be suited to its environment, oth- predators out of the Monstrous
at a regional scale and keep notes erwise it will not survive long. Compendiums. Do dragons from
of any vegetation or creatures that Moist, slimy creatures would be the mountains feed on the bison in
might be useful in the areas of the unreasonable in the parched air of the plains, stealing them from be-
world that are not currently being a desert in the same way that cold- neath the claws of the sabre tooth
developed. blooded reptilian animals would tigers? Do roving packs of hideous
have difficulty surviving in an arctic yeti prey upon slow-witted moun-
clime. tain goat herds? Do cheetahs and
Common Creatures lions run down unicorn-horned
One way to work out the crea-
tion of fantastic animals is to de- herbivores on the sun-washed sa-
The AD&D® game rules presume vannah? Keep in mind that the
that these creatures may be ani- cide what kind of monsters may
dwell in the region (the Monstrous successful predator type must be
mals from our own world, like rab- able to overcome its prey's de-
bits, squirrels, groundhogs, frogs, Compendiums list the type of crea-
tures that can be found in the se- fenses.
weasels, badgers, serpents, field Finally, a common failing in a
mice, lizards, monkeys, and so lected terrain), then make up a few
animals which have developed fantasy campaign is to make the
forth. This assumption allows for predators too numerous. In our
the drama of imagining a rabbit similar environmental adaptations
and defenses (but are not own world, the large predators (the
the size of a horse or wasps as large great cats, wolves and wild dogs,
as condors. The players know the themselves monstrous). An exam-
birds of prey, sharks and toothed
animal and can imagine the hu- ple might be the chameleon-like
whales) are few in number—the
morous or terrifying consequences rock lizard. In the area in which it ecosystem's food chain cannot
of its enlargement. lives, several other smaller lizards support such large numbers, even
Furthermore, recognizable ani- or insects may also have devel- if they prey upon each other.
mals make places more real to the oped a rocky appearance to avoid
players. A craggy mountain envi- predators or fool their own prey.
ronment takes on more substance
when creatures recognizable as Big Animals Placing Plants
mountain goats skip along its
slopes. Forests with startled deer Next, assign one or more large, Plants are possibly the most
in sun-dappled clearings bring non-predator creatures to several overlooked aspect of world design.
forth imagery of the early Ameri- major terrain areas of the world DMs and players alike often as-
can pioneers. (don't try to do it all right now). In sume that plants just exist and
Yet, this is a fantasy world, and our world they would be moose, that the only ones they need con-
not all creatures will have devel- deer, bears, buffalo, elephants, rhi- cern themselves are the sentient or
oped along mundane lines. In se- noceroses, hippopotami, kanga- monstrous variety described in the
lected regions of the world, make roo, and so forth. Avoid placing monster manuals. Yet by assigning
up a few exotic animals to fill the major predators and intelligent be- a few common types of plants to a
same slots as rabbits, squirrels, ings now, but feel free to add in region of the world, creating a few
groundhogs, frogs, and so on. At fantastic or highly unusual crea- unique or even magical plants, and
this point, a name and a one sen- tures like unicorns, behemoths, restricting the distribution of
tence description such as and dinosaurs. Keep such unusual monstrous flora, the DM can en-
"Slikkern: weasel-sized, furry, creatures restricted to limited areas hance the realistic aspects of his
snakelike rodent" is sufficient. of the world. world and make it more believable
to the players. Populations Culture Levels
Including oaks, elms, maples,
and pines in the description of an Who are the Assign a culture level to each
area says to the player: "This is a people who dwell in the land? group of people. Culture level is a
temperate forest." A little research What do they do to survive? Who catch-all classification that de-
into plants native to other climates are their leaders? How do they feel scribes the life-style, technical ac-
can do the same for those regions. about adventurers looting the ru- complishments, and trappings of
The flora is now established as "re- ins of their ancestors? These are civilization possessed by a people.
alistic." From here, the DM places important questions, and the good These levels can be loosely defined
his own unusual plants, which like DM will have an answer for each as barbarian, nomadic, feudal, civ-
DM-created animals, need just a and every one of them. ilized, and decadent. Although
name and a description. At least a The next stage of world creation endless variations and crossovers
few of these should have a magical is to place sentient and social life exist within these five classes,
or inherently valuable nature. A upon it—people of all shapes, they sum up the essence of that
forest of sinister dire oaks, or a sizes, natures, and goals. These type of culture.
densely columned grove of are the races of men, demi- Peoples who are not separated
bamboo-like tabintha trees adds a humans, and monsters who are by a major geographic obstacle
unique flavor to a mostly mun- the basis for the character races (such as oceans, mountains, des-
dane environment, while a stand and their foes. Since we are still erts or vast forests or grasslands)
of hover elms with the tips of their dealing with the world on a large tend to share the same culture
dangling and dangerous roots scale, let us first place its peoples level. Essentially, if a wilderness
floating a few feet above the forest and races in general locales on the area is home to one tribe of barbar-
floor creates a weirdly magical map. The steps that follow are ian humans, it's a good bet that all
touch. ideas for creating people to live in peoples in the immediate area are
Locate any plants with magical, the world. also barbaric. There are excep-
healing, or poisonous properties. tions to this rule, though. Nonhu-
Like oases and mountain passes, Select the Races man races are often closed
it's nice to know where they are (at societies. They rarely intermix
least in general terms) when players The DM should decide what with other cultures and often pur-
want to go looking for them. races dwell in his world. If he posefully isolate themselves. Colo-
Lastly, place the monster plants, wishes to have all the character nization and migration bring
the deadly denizens who lurk in races available, those races must incursions of outside culture levels
dark glades, waiting to prey on the have one or more homelands into previously homogenous re-
unsuspecting. Limit the monster around the world. Place these peo- gions, although eventually one
plants to the wildest regions. Like ples in parts of the world that fit culture level will again dominate
the major predators, there should their nature, keeping in mind that the region.
only be one or two monstrous many of them may dislike being
plants in any specific place. Again, close to each other. Elves tend to Barbarians
remember climate considerations prefer forested areas, especially These primitive people often
when placing monster vegetation. deep and ancient forests. Dwarves dwell at the edge of the known
Tropical plants will not be found in and gnomes have an affinity for world and manage to survive in a
arctic, subarctic or even temperate mountains and the minerals they most primitive state. Occasion-
climates (unless the DM first modi- hide. Halflings love well-drained, ally, they may develop an exten-
fies them). By restricting these rolling hills. Ores and other rapa- sive culture. Barbarians rarely
horrors to particular places in the cious monster races take any have a written language more
world, the monstrous plants re- lands ripe for plunder, but are complex than pictographs and do
main unusual, mysterious, and commonly driven away by elves not build anything larger than
even mythical as they form a part and dwarves. Humans, in their di- their roughly fortified villages.
of the legends and folklore of those versity, dwell wherever a living They hunt, fish, and gather their
regions. can be made, regardless of climate food. More advanced barbarians
or geography.
may farm or raise livestock. Bar- Nomads Feudal culture
barians have limited metal tech- A nomadic culture depends on This is a transitional society that
nology, but readily work stone, its ability to move from place to occurs as a dynamic barbarian or
wood, and bone for their tools and place, as seasons and resources nomadic culture takes the first
weapons. dictate. They depend heavily on steps toward civilization. Feudal
They are ruled by the best war- mobile livestock, hunting, and people have a keen sense of right
riors in the tribe or clan and their gathering. They build no perma- and wrong and develop a central
religious leaders are witch doctors nent structures (although portable government that relies on the prin-
and shamans. Otherwise, they ones are common) and agriculture ciples, powers, and rights of roy-
hate and even fear the trappings of is just not practical. They are often alty and nobility (see the Feudality
magic use. Ancestor worship and mounted or use beasts to transport government description that fol-
beast totem cults are the religion of their belongings. lows later in this section). Each
the superstitious barbarians. Reli- Metal working nomads are rare, ruler owes allegiance to a higher
gious structures are often mounds but warrior bands are plentiful. ruler and in turn receives alle-
or rough stone temples (like Stone- Nomads are often ruled by charis- giance from his own vassals. Com-
henge). The artifacts of "higher" matic chieftains, who are both mon folk are little more than
culture levels are often feared. mighty warriors and clever lead- slaves. Devotion to religion is im-
Sample barbarian cultures may in- ers. Nomads are often strongly, portant, so long as it does not inter-
clude cavemen, tribesmen, lizard even fanatically religious, and dote fere with the desires of the ruling
men, goblins, ores, ogres, and hill upon the teachings of their sha- class. Magic use is tolerated but
giants. mans. Sample nomad cultures in- not well liked. Feudal folk live in
clude dervishes, gypsies, gnolls, small to medium-sized towns,
and locathah. build strong fortresses, and have a
stable economy. Sample feudal Building Cultural Character demands coming from the domi-
cultures include medieval Europe nant religion's clerics that he out-
and Japan. It's time to start thinking about law magic use. Both concepts add
the more colorful nature of the re- color to the culture and provide a
Civilized culture gion's major peoples. Whereas cul- basis for adventures.
These people are city builders ture level describes the technical Synthesis involves combining
and their cultures are typified by accomplishments and attitudes of two or more cultures to make a
both extensive kingdoms and indi- a people, Cultural Character de- wholly unique society. It involves
vidual city states. They typically scribes their personality—the asking the question "What if ...?"
have central governments, but things that make them unique. regarding the cultures involved.
true power is held by those who While it's easy to say "make cul- The best way to start a cultural
wield wealth. tures memorable," the means may synthesis is to research cultures
Civilized cultures are constantly not appear quite so simple—and from our own history. Find several
growing, learning, and expanding. yet, they are! that are intriguing and that would
Technologically, they are the most The key is to use resources out- apply to the world being created.
advanced people in the campaign. side oneself, stealing, or synthesiz- The cultures involved need not
Civilized cultures have diverse ing cultures from the history of our even be historical contemporaries.
economies that rely just as heavily own world, or from favorite fan- The typical stereotype of hard
on the process of trade as they do tasy novels. Another, more diffi- working, staid, metal-mining
on growing or creating trade cult but extremely satisfying, dwarves might be combined with
goods. Most religions are tolerated method is to make a culture's char- the fanatical Mujadheen rebels of
in civilized lands, though all may acter grow from one or two of its Afghanistan to create fiercely
not be popular. The same can be more colorful details. driven, semi-nomadic dwarven
said for magic use. Taking directly from history is rebels, fighting against an occupying
quick and easy. The DM can easily force, and wielding weapons of
adapt the time of King Charle- superior construction and design.
Decadent magne (eighth century France) for Merge Oriental martial artists with
Civilized cultures that slip past his feudal culture. They have a medieval Europe for a people
their peak without totally collapsing rough and ready code of honor, are whose knights fight only with un-
in on themselves become decadent. defended by numerous cavaliers armed combat. Make sure that the
Social and moral decay sets in and (see The Complete Fighter's Hand- most important aspects of the syn-
the people become jaded, book), worship a central, powerful thesized cultures are logical. An
constantly seeking new forms of religion, and are constantly fighting Egyptianized barbarian culture
pleasure. They are slowly losing against the expansion of a similar may mummify their dead, but
what they have learned and desert-based nomadic/feudal they would not have the skills to
gained. Government, while cen- culture located beyond a orange of make enduring pyramids.
tralized, has lost much of its au- mountains. By changing the Creating a culture out of a few
thority and small autocracies names and adding fantasy ele- details of information is the hardest
dependent on personal power and ments, most cultures from our and most time consuming. If this
wealth develop to fill the void. The own world can be picked up and method is chosen, the culture may
poor are poorer and the rich richer moved to a fantasy campaign. take time to evolve and development
than ever before. Tragically, they Use imagination when including will probably occur during game
believe their culture to be at its dy- fantasy. Do more than say that the play as the people of the culture
namic prime, vastly superior to king has a magic sword, rides a interact with the player characters.
everything else. The drow (dark hippogriff, and is served by a 14th Begin with a simple concept for
elves) and the late Roman empire level wizard. Imagine that a good the people, such as "They never
are classic examples of decadent dragon has been complicating battles bathe in water" or "All of their
culture. with the nomads in the mountain architecture, artwork and clothing
passes by driving off both sides, are decorated with dragon
or that the king is resisting motifs." Answering why
they do this is the next stage. To Population Centers This is a relatively advanced
make a people truly memorable, step and can be saved until the DM
search for an answer along fantasy Regardless of culture, people is more familiar with his world.
lines. The non-bathers may fear tend to congregate and build History is a wonderful tool for jus-
evil water spirits or believe that camps, villages, towns, and cities. tifying the existence of lost cities,
dirt upon their bodies helps them The DM must decide where to mysterious ruins, abandoned tem-
draw magical power from the place major human and demi- ples, and haunted battlefields. It
world. The draconian artists human population centers. These can be used to explain the relation-
might focus on actually becoming need not all be cities and may in- ship between character races, the
dragons as their faith increases. clude customary gathering sites creation or reappearance of mon-
Continue to add details as they for barbarian and nomadic peo- sters, the disappearance of civili-
come to mind. The dirty-bodied ples. Use the same considerations zations, and the establishment of
folk may be ingenious chemists or that guided people throughout the new ones.
perfumers who have learned to history of our own world. The largest The basic rule for creating a his-
profitably combat body odor. The population centers are usually tory is to recognize that entire civi-
dragon-worshippers are on eternal located on large bodies of water, es- lizations do not appear overnight,
pilgrimages to acquire the remains pecially along the seacoast or on but grow slowly, ascending
and artifacts of dragon-kind (often the shores of bodies of water with through the culture levels. As they
appearing as manic souvenir an outlet to the sea (like lakes and develop and sometimes fail, they
hunters in exotic bazaars). rivers). leave behind the debris of their
Consider any peculiar customs The health of a population center growth in the form of tombs, tem-
that may have developed, like the depends on commerce, and the ples and abandoned dwellings. Un-
practice of showing an open palm most efficient way to move trade less utterly eradicated, the folk of
or shaking hands to indicate that goods from one place to another is failed civilizations migrate or
they are free of weapons. Behav- by boat or ship. Other major popu- merge with their successors to
ioral oddities can make a culture lation centers will develop where form new peoples. New cities rise
appear more exotic than a few odd- an abundant natural resource ex- up from the ruins and living cities
ities of appearance. ists, such as mineral ores, or exotic build over the foundations of their
As a finishing touch, ask whether animals. Feel free to develop a past, leaving bits of history to be
the culture has any specific likes or large number of population cen- discovered.
dislikes? Do they have any taboos ters. In the next step, many of Work up a time-line for the world
or unusual laws? How do they feel them will become part of the dust (or region), essentially a general se-
about interaction with outsiders? and mystery of history. quence of events. Exact dates are
How do they react to outsiders (its a not important. Ask the questions
good bet that any culture that iso- A Walk through History "Where did it all come from?" and
lates itself from the world has a "What has happened to and be
healthy dislike or distrust of stran- The ruins that cause of man in the past?"
gers). Remember that folk are usu- adventurers are so fond of looting
ally friendlier towards others who were once the homes, temples, •
resemble them and less trusting or castles, and strongholds of folk Focus on local history. Don't
even horrified of beings who are from long ago. While we will go worry about neighboring realms
substantially different. into more detail about such places yet, or leaving out major events, or
Regardless of how cultures are later in the book, and even provide describing something that may
developed, the DM who invests you with a few samples to base have to be changed later. History is
time in their development will be your own dungeons on, take a few flexible. The 'truth' grows and
richly rewarded. For soon his players minutes now to consider the sub- changes as more evidence of the
will begin to tell tales, not of ject. Answering how, when, and past is uncovered. What is ac-
their adventures, but of their why the worlds ruins came to be in cepted as fact by one generation is
encounters with the world's this state tells the history of the proven folly by the next.
strange and unusual peoples. world. First, examine the world's dis-
tant past. Decide if the world had a
prehistory of any kind. Were there
any races long ago that predate the nate the farmlands around each wealthy—can either wisely guide,
appearance of humanity and population center. Remember that subtly manipulate, or cruelly sup-
demi-humanity? What artifacts much of the area around cities press their supposed inferiors. It
did they leave behind? Have any towns and villages must be open happens in our world and, speak-
beasts from ancient times sur- for cultivation. Food must be ing realistically, it should happen
vived into the current age? Where grown, otherwise the people in the DM's new world.
can they be found? Is there a divine starve.
or magical reason for the evolution, Draw roads and trails to connect Social Class
appearance, or creation of the population centers. Indicate the lo-
major character races? Was there cation of bridges or fords across A person's social class is his stand-
any interference from ele- rivers. Remember that roads will ing in society, a measure of both
mentals or other interplanar be- rarely cross mountains, except his personal wealth and the acci-
ings that significantly affected the through passes. Locate fortresses dent of his birth. If we ignore reli-
nature of the world? Also consider that are separate from population gious classifications or the belief
the role of dragons in the world, centers. Forts and castles often that some people are born to lead
since they are among the most guard passes, oases, and bridges. others and focus on economic
powerful of all the AD&D® game It was common practice to make classes, we find three broadly de-
system monsters. castles more defensible by placing fined social classes.
With the appearance of the major them on rocky outcroppings over The poor, which includes peas-
character races, recent history rivers. ants, farmers, laborers, soldiers
begins. Here, we look at the move- Place a few isolated temples and and those who are even less fortu-
ment of peoples, major conflicts monasteries. Don't worry about nate form the bulk, the "un-
between them, and the rise and fall which gods they will be dedicated washed masses" of nearly every
of civilizations, including those of to, but do remember that they society. They have little money, no
humans, demi-humans, and mon- need farmlands too. Also include influence (unless they riot or re-
sters. the abandoned guard posts and volt), and can rarely think of any-
Decide where each major cul- isolated temples of any lost civili- thing but survival.
ture came from and where they zations. The middle class consists of
may be going. Select a number of Does the world have any fea- merchants, craftsmen, lesser
the population centers to be vic- tures like Hadrian's wall or the priests and government officials.
tims of history, naught but empty great wall of China? What about They handle most of a society's
ruins. Give thought to how they necropolises (cities of the dead}? money, yet keep only a fraction of
became empty. Were pestilence, These were often placed near major it. They live comfortably, yet are
war, earthquakes, or volcanoes the cities, but could easily be separate rarely well off. Most adventurers
cause of their demise? Or was cities, far from civilization. will come from this social class.
something far more sinister to Finally, place a few inns and road- The rich include the nobility,
blame? Make some notes about houses along the highways, espe- elite landowners, merchant
what might live in the abandoned cially where traffic between major princes, and powerful priests of
areas. population areas might be heavy. the land. Even in countries that es-
pouse democratic representation,
Behold the Works of Man Social Structure the rich will often have control.
The DM should note that even if
Until now, we've When sentient, the PCs become wealthier than
discussed developing the person- social beings congregate in any kings, they will rarely (and then
ality of cultures and placing them number, they inevitably find ways only grudgingly) be accepted into
on the map. Now we let them to stratify themselves into social the ranks of the elite.
build. Begin by deciding which classes and then arrange some DMs may wish to have the PCs
population centers will become sort of arcane system where mem- arise from one of these social
major cities and which will be mi- bers of the upper social classes— classes, letting them further iden-
nor. On the regional maps, desig- the wise, the powerful, or the tify with their world. While it is
possible for peasants to become mountain valleys, islands, and pe- names of countries with similar
adventurers, it may be more likely ninsulas are potential examples of names from our own world works
that middle class and the lower this. In a similar manner, the lands quite well. The DM may call his
ranks of the rich would be poten- on opposite sides of a vast desert barbarian lands the Confederacy of
tial heritages for wizards and will usually not belong to the same Czevakia, invoking a central Eu-
priests, since these folk customarily country, since it is difficult for a ropean flavor, while nomads might
have money available to ap- central government to exert its au- take their names from totem ani-
prentice their children. Thief and thority across so large an expanse mals, like Tribe of the Wolf.
druid characters would more of desolate terrain.
likely have a poor social back- Wars and Rumors of War
Rivers, more than any other geo-
ground, the former as city dwell- A world without strife seems a
graphical feature, often serve as
ers, the latter coming from the glorious goal, but it makes for
political boundaries. With rivers,
countryside. Warriors may hail lousy adventure gaming. Conflict
there is no doubt where one country
from any background, but pala- between nations can provide a
ends and another begins. Islands
dins would only come from the up- tense, exciting backdrop for the ac-
in the middle of rivers are a
per crust of society. The offspring tivities of the PCs. It sets up the op-
problem though. High mountain
of nobility will rarely be adventur- portunities for them to join in spy
ranges can serve as boundaries
ers, and when they are, it should missions, BATTLESYSTEM™ rules
also, but deciding on actual bor-
be expected that only younger conflicts, border patrols, raids, po-
ders can be somewhat ambiguous
children follow the adventurer's litical intrigue, assassinations,
and easily disputed.
path, not heir apparent. diplomatic missions, and rescue
Begin drawing in country bor-
attempts, all at the behest of one
ders on the world and regional
Countries feuding government or another.
maps. Leave a few borders indefi-
Just as there are numerous peo- Deciding who doesn't like whom
nite and disputed, keeping in mind
ples in the DM's world, there will requires a little imagination and a
that the countries on either side of
be numerous political organiza- bit of common sense. Using a hy-
those borders will probably be at
tions called countries. Most of pothetical situation, we find that
odds about it.
these will be small, sometimes country A doesn't like country B
As a side note, the higher the cul-
because B insists on sending all of
nothing more than relatively large ture level of a people, the greater
its refined iron ore eastward into
walled cities, and usually repre- the chance that they will extend
sent the reach of a single ruler's in- country C. It doesn't seem to matter
their reach to place surrounding
fluence. Some will be larger, either that A and B are separated by a
peoples and lands under their con-
as the territory of a large cultural nearly impassable mountain
trol. Also, remember that in more
group, or the unified efforts of one range.
primitive cultures (including most
Meanwhile, country B sells the
or more of those smaller countries. fantasy worlds like the
ore in return for weapons that it
FORGOTTEN REALMS® world),
Where Do Countries Come From? sends to troops stationed near the
there are few hard political
Countries form when leaders border with country A.
boundaries. Most states will have
within a people declare their con- Country D watches the interplay
only a vague border which can be
trol over a geographic region to be between its neighbors and secretly
easily disputed.
supreme and exclusive of all other builds its own military strength. It
influence. Establishing the bound- Name-calling sees the possibility of either A or B
aries of that region is another matter Now it's time to give the coun- moving around the mountain
altogether. tries names. Use any naming sys- range to attack.
Any area that is physically iso- tem that works, but avoid silly or In three short paragraphs the po-
lated will tend to be politically in- punny names. The joke quickly litical situation in one region is
dependent (at least initially). Its becomes old and the DM is stuck summarized. Details can be added
boundaries will extend as far as with a stupid name and his players as the nature of these disputes
the geographic features that cut it have a much harder time suspend- coalesces in the DM's mind.
off from the rest of the world. High ing their disbelief. Adapting the
Governments authority rests in the hands of a It is important to keep in mind
supreme ruler, who is often of a that these governments are not
Each country will have rulers of
tyrannical nature. mutually exclusive. If one con-
some sort. As mentioned earlier,
• Feudality: Government of a siders the current state of affairs in
government is an inevitability.
feudal nature, in which each the United States of America, we
Fantasy adventures invariably
successive layer of authority find that it contains many of the
evoke imagery of kings and
derives its power from the features typical to a democracy
queens, princes and princesses,
layer above and pledges alle- and a bureaucracy. Further, there
evil barons, proud emperors, wise
giance in return. are those who might claim that is
caliphs and all the other trappings
• Hierarchy: A typically reli- also something of a plutocracy. As
of governments based on the di-
gious government similar in you can see, there is room for de-
vine right of kings to rule over
nature to Feudality. bate and an endless variety of po-
lesser men. Yet even in a fantasy
world, countries need not all be • Magiocracy: A government of tential combinations.
run by nobles. Within the space of wizards.
less than a century, pre-imperial • Matriarchy: Government by Economics and Taxation
Rome was first a republic, then a the eldest or wisest females.
dictatorship, an oligarchy, and fi- • Militocracy: Government by The Cost of Living
nally an autocracy, while the Vati- the leaders of the military and Admittedly, the price lists for
enforced by military might. items given in the AD&D® game
can City in Rome has been a
• Monarchy: Rule by a single rule books do not reflect historical,
theocracy for more than a millen-
nium. Even so, a substantial differ- sovereign, usually hereditary. real world prices. The prices listed
ence in type of government is May be an absolute ruler (see for goods and services to be had re-
usually a catalyst (or excuse) for Autocracy) or with power limited flect an inflationary economy, one
neighboring countries to be at and delegated in some form, which has seen the influx of vast
odds with each other. such as through a council of amounts of gold and silver, the
The following is a list of govern- lords. booty of countless forays by wor-
ment types which may be found in • Oligarchy: Government by a thy adventurers. In this cash-rich
a typical AD&D® game. few (and usually absolute) rulers economy, the prices charged for
who each have equal authority. items has cycled upwards to its
• Autocracy: Government which • Patriarchy: Government by current rate. Those with coin buy
rests in self-derived, absolute the eldest and wisest males. what they need. Yet for those with-
power, typified by a hereditary • Pedocracy: Government by the out ready access to gold, barter
king or emperor. learned, the sages, and scholars. has become a way of life, exchang-
• Bureaucracy: Government by • Plutocracy: Government by ing goods and services for other
department, ruled by the heads the wealthy. goods and services.
of those departments and • Theocracy: Government based For the most part, the DM should
conducted through layers and exclusively on religious assume that these prices will re-
layers of lesser administrators. teachings, usually headed by main stable. Yet, should a war or
• Confederacy: Government by the most powerful clerics of a drought ravage a land or its neigh-
an alliance or league of lesser specific deity. bors, prices will rise steeply as de-
governmental bodies or social • Syndicracy: Government by a mand increases and supply
organizations. body of syndics, that is, rep- decreases.
• Democracy: Government by resentatives of various business In a similar manner, some items
the people, that is an established interests. Such a state may, in will be radically less expensive or
body of citizens, either directly fact, be a confederacy of more costly away from large popu-
or through elected criminal cartels working lation centers. The cost of food and
representatives. together to provide for their untrained livestock should be
• Dictatorship: A nonhereditary own interests. cheaper, only a tenth of the big city
government whose final prices; while good quality swords
and metal armor, much rarer far
from the weapon shops of the city, realistic societies, both good and who frighten little children. It
might cost 10 times as much—if evil exist and battle within the presents moral lessons to those
they can be found at all. bounds of the same society. Do any who will listen and acts as the holy
While it may be easier to use the of the countries have a specific scripture of contemporary reli-
price lists in the rule books, DMs alignment with the forces of good gions. In a nutshell, mythology is
should modify prices to represent and evil? While such societies are the history and workings of the
the costs in their own worlds. admittedly unrealistic, they allow world as the player characters in a
the players to identify friend and campaign will learn to know it.
Taxation foe with relative ease.
Governments exist and thrive It is, of course, possible to draw a Building a Mythos
through taxation. The larger (or historical basis for a nation which
more incompetent or unscrupu- is utterly evil. Consider the actions A world's mythology is a color-
lous) the government, the more it of Germany in the second world ful, often slanted retelling of its his-
taxes the population. If it seems rea- war. Genocide, unchecked aggres- tory. Yet, like world construction,
sonable that something could be sion, and tyrannical rule are, with- the DM can restrict his initial work
taxed without causing a population out a doubt, evil. But was the load by limiting his design to the
revolt, it will be taxed. The most average foot soldier a violent folklore of a small locale. Not all de-
common rate for any particular tax fiend? Probably not. Although it ities need to be detailed at first.
is 5% of the basic value of the taxed was greatly overshadowed by the Thus the player characters'
item. As an example, an adventurer actions of the government as a knowledge of the world will be
would pay the government 5% of whole, there were good people both restricted and biased.
the value of his castle, lands and caught up in that evil society. Regardless of whether the DM
livestock each year. Furthermore, decides to create the world's my-
he may also have to pay a tax on the Mythology and the World thology all at once, or develop
goods produced by his lands. small sections as needed, the proc-
Taxes are generally paid upon Upon first con-
ess is the same. Read the sections
property that a character owns, sideration, mythology seems nothing
that follow, making notes to an-
not what he earns. Thus things more than a dry listing of gods,
swer these questions:
like castles, inns, farmland and goddesses, the alignments they
• What is the role of good and evil
livestock are assessed while gold represent, and who worships
in the world? Which moral
taken from dungeons is not. them. After all, what more could
alignment is currently more
How the DM wishes to tax his be needed for a game? Such a pi-
powerful (has the largest or most
players is a personal matter, but in geonholing of mythology com-
influential following)?
all fairness, try to downplay this pletely ignores what it represents.
• Who are the gods and what
all-too-real facet of life. Limit taxa- Deities may play key roles in leg-
influence do they have?
tion to easily calculated taxes. Fig- ends and folklore, but mythology
• What is the role of mankind (or
uring and paying taxes is not fun, is much more, being the sum expe-
elf kind, dwarf kind and so on) in
whether or not it takes place in a rience of life and history as a people
the world?
real or fantasy world. On the plus believes it to be true.
• How do monsters fit in?
side, heavy taxation could be the In mythology, one finds tales of
• What are the primary religions
impetus for a revolt against the the universe's creation and the ori-
in the world and how do they
evil ruler scenario and unscrupu- gins of most sentient races. It justi-
interact?
lous tax collectors always make fies the war between good and evil,
wonderful villains. organizes the sides and prophesies
of the battle's final outcome. It ex- Now, take the point of view of a
plains the origins and sources of common person (preferably one
Good & Evil Societies who follows a mainstream reli-
magic and the needs and fears of
the people. Mythology describes gion) and begin writing simple
This final consideration has a tales. Describe the creation of the
great deal to do with the level of the great monsters who inhabit
the unknown and the bogeymen world and detail the battle be-
fantasy in the world. In complex, tween good and evil. Describe how
important monsters and character nying others their own satisfac- ities of the Norse religion are exam-
races participated in the war. tion. ples of polytheism.
Whose side were they on? Who When combined with the orga- Another view is that of panthe-
were important heroes? Use the nized thinking of law and the indi- ism. Pantheists see all aspects of life
world's unique geographical fea- vidualized goals of chaos, these and existence as being manifesta-
tures as settings for battles and three moral paths form the basis of tions of gods. For each major or mi-
tales. Explain history in legendary character alignments. nor aspect of dally life, there is a
terms. Describe ancient civiliza- Determine how this struggle be- specialized deity. Each god has cler-
tions in terms of awe or hatred. Ex- tween the forces of good and evil ics, temples, and devoted followers
plain magic in simple terms that a will be fought in the world and the (although it is often common for
peasant would understand (and importance it may have to the people in a pantheistic culture to
probably fear). player characters. Do the gods worship all gods and even to ac-
Do all this and the DM will have openly battle for control or do they knowledge the existence of gods
his mythology, the world and his- keep a hands-off policy and let outside their own pantheon).
tory as the people know it—full of mortals act on their behalf? Can Monotheistic religions also exist
great stories, biased viewpoints, followers of all alignments live and in fantasy worlds. The god of such
and wonderful misinformation. act openly or must evil (or good) a religion is usually the supreme
beings skulk about for fear of being creator and controller of the uni-
Good versus Evil exposed? verse. Followers of this god recog-
nize no other true gods. Despite his
The primal conflict in any world is Archetypal Gods or her supreme nature, the god is
the eternal battle between the often aided or opposed by lesser
forces of good and the powers of Since priests in an AD&D® game semi divine beings.
evil. All deities in the world and world must worship a deity to gain Books on mythology and the
their followers are involved in this spells, the DM must select or create Legends & Lore Cyclopedia describe
battle to some degree, whether di- those deities. a host of gods which the DM can use
rectly or indirectly. In most fantasy worlds, gods (or to design his own mythos. Specific
The basic tenets of what is good Greater and Lesser Powers as they pantheons may be incorporated as
can be defined as the rights of be- are also known) appear to have in- presented (a tribe of Viking-like
ings to retain life, have relative fluence over parts of the universe barbarians may worship the gods of
freedom, and have the prospect of and often manipulate what comes Norse mythology) or the referee
happiness. Cruelty and suffering under their power. What a deity may wish to "pick -and choose"
are wrong and undesirable. Good- can control is called his sphere of gods from various religions to
ness embodies a selfless desire to influence. Powerful gods have create a unique pantheon. Even if
do right for others, to improve more influence and often grant the DM opts to generate a wholly
their quality of life and redeem greater powers to their followers. unique mythology, ideas can be
them through compassion and There are several ways to incor- taken from these works and used as,
justice. porate the presence and worship of if you will pardon the phrase, divine
Evil then is the glorification of gods into a game. A common trend inspiration.
selfish desire with no concern for in world design is to create poly- To aid in the design of a unique
the rights or happiness of others. theistic societies. pantheon, a listing of archetypal
Evil holds to the premise that quality Polytheism literally means powers and spheres of influence is
of life comes only to those who can "many gods." The sphere of influ- presented below. While these
take it and keep it. ence for each god is relatively large fields are neither good nor evil,
Moral neutrality, if it can truly be and may actually cross the bound- guidelines for decadent and evil
said to exist, is the balance of good aries of another god's sphere. gods follow. More powerful deities
and evil within oneself or within Their worshippers generally pay will combine several of these ar-
the bounds of the universe. Neu- homage to one or more gods within chetypes into their makeup. Minor
trality seeks to satisfy the needs of the pantheon, but refuse to deities have less influence than de-
self, but not at the expense of de- acknowledge foreign gods. The de- scribed here.
Each people, each race, each destructive purposes. Evil gods
country in the world will generally Archetypal Spheres of
are known to champion pain, suf-
worship different gods (though Influence
fering, disease, greed, and abuse of
they may actually be the same god Agriculture
power. They are often the deities of
with different names). Choose sev- Ancestors
Beasts particularly vile monster races
eral to make up the pantheon of and the foes of the "good" gods.
gods who are worshipped in the The Earth (as a nurturing
mother) Their works should be opposed,
world. never supported.
Consider that the culture of a The Elements—air, earth,
given people will affect their gods. fire, and water Healing
Hunting The Role of Mankind
Barbarian and nomad gods often
symbolize the forces of nature Love (also fertility and repro-
duction) Luck The attitudes of people towards
which must be appeased and wor- their gods and their involvement
shipped to ensure day-to-day sur- Metalworking
The Moon in their religion can add a great
vival. They may be glorious heroes deal of personal color to a DM's
who crackle with vibrant energy The Night (and possibly
darkness) The Sea world. Every culture has an idea of
which they use in titanic physical where they fit into the cosmology
strife against the forces of evil (and Storms (and rain) The Sun
(and possibly light) Thieves of the universe and usually believe
civilization, which is often the all other beliefs to be either false or
same thing to a barbarian). Civi- Trickery & Cleverness
misguided.
lized gods embody noble or exotic Mercantile Trade The
Underworld (or afterlife) War The history of our own world re-
philosophies and patronize skills veals that most peoples believe
and professions, rather than sym- Wine Wisdom & knowledge
themselves to be the chosen of the
bolizing the forces of nature. Gods gods and that their particular pan-
who represent ideals like Love, Two other general types of gods theon of deities are the one and
Compassion, Knowledge, Kind- exist, though they are used to rep- only true gods. Anyone who be-
ness, Industry, and Immortality resent the forces in the world that lieves differently is not only
are found among civilized folk. the player characters will eventu- wrong, but a heretic. How a people
Decadent gods represent un- ally oppose. deal with heretics is something the
spoken passions, pleasures, and DM will have to decide for himself.
cravings. They rarely seek to eno- The Decadent Deity Do the people have a holy mis-
ble the spirit, only to satisfy the sion to act out (such as spreading
body. This is any deity who represents
a culture's jaded or amoral atti- their beliefs or building a sacred
Consider whether the gods in tower to the stars) or is living a
the campaign will be openly wor- tudes. Rather than fulfilling real
needs, the deity plays to baser de- goodly life their best means of de-
shipped and adored, or be mysteri- votion to their deities?
ous secretive powers whose sires. These gods may be nothing
more than sanitized gods of evil. Are the people consistently act-
exploits and true powers are ing on the behalf of their gods (up-
known only to an inner circle of fol- holding religious codes of ethics,
lowers. Will they be paragons of Evil Deities
evangelizing unbelievers, punish-
their moral alignments, solely ded- Evil deities are a corruption or ing transgressors) or is religion a
icated to championing their moral reverse an archetypal god's ex- social institution, something that
code or beings who serve their own pected function or the application they leave at the temple after each
interests first and their alignment of a godly archetype for immoral or holy day?
last?
Monsters & Mythology

Many of the original AD&D®


game monsters were adapted from
the mythology and folk lore of our
own world. Would It not be entirely cal it will become. Tales of it ligion? What do they want from
reasonable to find them as a key become even more fantastical. In the god—survival against the ele-
part of the folk lore of the DM's folk lore, a red dragon becomes a ments, protection from the super-
world? "great bat-winged demon, red like natural, eternal life, gain of
Writing monsters into mythol- a tomato, with teeth like swords, material possessions, or some-
ogy is simple folk tale telling. Give claws like spears, and belching thing else?
standard monster's local or folk brimstone and fire!" Decide what characterizes the
names and write a few fantastical Finally, the DM may find less religion. Does it constantly seek to
or terrifying folk tales about their need for an endless stream of "dif- convert new believers? Can anyone
exploits and they take on an en- ferent" monsters. Unknown mon- join, regardless of race, nationality,
tirely new aspect. By including sters with mysterious descriptions or social class? What kind of
monsters in a world's mythology, suddenly become frightening chal- restrictions are placed on believ-
the DM can accomplish several lenges. It can be said that players ers? What kind of obligations, ei-
valuable goals. are not afraid of what they know, ther in the form of service or
First, the monsters become part but of what they don't know. money, do believers owe their god?
of the world. They are tied to its What benefits do believers derive
creation and development. The Creating Religions from the religion, if any?
DM knows why they exist and How popular is the religion? Is
what their ultimate purpose might Religions are not created by the religion a political power in the
be. gods, but by men to formalize the land or are its believers perse-
Second, they become more mys- worship of their gods. The steps cuted? Do they persecute others?
terious. A difficulty inherent in ad- that follow, actually groups of Are its temples rich, or is all its in-
venture gaming is that it is just as questions to ponder, will walk the come spent on good causes?
easy for a player to buy a Mon- DM through creating a religion. What magic can the god's clerics
strous Compendium as it is for the Don't feel that all the questions wield? Assume that the god
DM. When the DM says "you see need be answered immediately. grants clerical spells to his priest-
three ores with a bound and Initially, it may be enough to know a hood, but only those spells that do
gagged prisoner," the player in- god's name and that he champions not conflict in some manner with
stantly knows what he is dealing the cause of good. his moral alignment or purpose.
with—three low-level monsters. Give the religion a name. Calling Some gods may not be able to
On the other hand, if the DM it the Order of Zeus is fine for a grant higher level spells to their
says "three bandy-legged crea- straightforward, mainstream reli- clerics (as is often the case with
tures squat in the shadows around a gion, but a mysterious cult may tribal spellcasters like shaman and
bound body. They resemble bo- have an equally mysterious name, witch doctors). Furthermore, a god
geymen from the dark tales your like the Fellowship of Three Se- may give his clerics special powers
mother used to frighten you into crets. not available to clerics of other dei-
being good when you were a Next, examine the god and his ties.
child", the player is no longer so archetypal sphere of influence. De- For example, a god of healing
sure of himself. In fact, what he cide which aspects are most im- might not grant his followers dam-
knows of bogeymen is next to portant to his followers. Determine aging spells, but might give them
nothing, except that they are re- his moral alignment and its rela- more powerful curative spells at
ally scary. Instead of being simply tionship to his worshippers. De- lower character experience levels.
evil humanoids, ores become the cide the god's goals, as far as the Lastly, how do its clerics dress?
hideous bogeyman, symbols of ab- world and his followers are con- What icons, animals, symbols, colors,
ject terror to those who heard of cerned. Does he have a secret na- metals, or weapons are associated
them as children. In fact, just ture known only to an inner circle with the god?
about any evil humanoid would be a of believers? Answer these questions and the
bogeyman. Now look at the folk who wor- DM will have a good, solid picture
Even in a world of fantasy, the ship the god. What is their culture of the religion.
rarer the monster, the more mythi level. How might that affect the re-
Fantasy done a good job, is whether or not from history. A game set in the
his players can imagine that their North American southwest around
Throughout characters live and breathe in a 1,200 A.D. should have as much
this primer on world creation, we fantastic universe filled with attention to detail as one that
have been stressing the use of our magic, awe, and wonder. duplicates the fantasy worlds of
own world as a guide for ground- Robert E. Howard, Fritz Leiber, or
ing the design of the DM's own Stephen R. Donaldson.
world in "reality." Even so, the
world that the DM creates is not in-
Afterthoughts: Using
tended to be a real world. It is in- Other Sources
stead, a fantasy world. No, more Some DMs seek
than that, it is a fantasy game to re-create a world that has been
world. described by another. Krynn from
Re-examine the work done on the DRAGONLANCE® novels is an
the world and think about it, not in example of using an author's
terms of "is it real," but in terms of imagination as the basis for a cam-
its fantasy. Decide whether it could paign world. In such cases, the DM
be more exotic if magic could play a should do his research and strive
bigger role. Is at least one culture to be faithful to the original crea-
unusual and memorable? tion as possible in both physical
The ultimate measure of its detail and spirit of play. The same
value, the deciding factor in deter- can be said for attempting to dupli-
mining whether or not the DM has cate a particular period or culture
Maps are the bones of a fantasy making good maps need not domi- playing style. One DM may pre-
universe. They define the physical nate the DM's design time. It is cisely draw intricate floor plans on
situations in which the adventures possible to make good maps, even finely gridded graph paper that lo-
will take place. They are a con- great maps, without having to be- cate every item in each encounter
crete, visual representation of the come a professional cartographer area, name each area, list ceiling
DM's imagined world. Everything or needing to invest half one's life- heights and wall thicknesses, give
else is eventually built upon them. time in their creation. the hit points of all doors, indicate
For this reason, the DM, whether What follows is an accelerated the local temperature, and de-
novice or experienced, must give course in adventure game map scribe the type of construction to
them the attention and care in cre- making with a particular focus on be found there (even to the point of
ation that they are due. making maps for AD&D® games. defining the type of stone). At the
A beginning DM typically pre- The goals of this course are to other extreme, is the DM who
pares a large map of his world teach beginning DMs how to make roughly sketches out the relation-
showing the major geographical fun, visually interesting, but most ship between encounter areas,
and political features (see the pre- of all believable maps and to give shows corridors as lines and
vious chapter on world design), experienced DMs some pointers to makes up other details as he goes
maps out a small village or town bring new life into their campaign along. Both styles of map making
for adventurers to dwell in, then worlds through clever, realistic are valid. The precision detail style
creates one or more detailed ad- mapping techniques. is particularly suited to maps
ventures and the maps that go where puzzle solving or three-
with them. These maps are "se- dimensional play are key parts of
cret," never to be seen by players, Basic Mapping game play. The second style has its
since they contain information Considerations uses for warren-like lairs, where
that the PCs could not know. Un- An effective map tunnels weave in arid out, but have
fortunately, many of these maps is one that communicates exactly no important features. Neverthe-
should remain secret forever, hid- the right amount of information less, a style somewhere in-between
den away and never used. needed by the DM to run the will best suit most DM's gaming
Too often, during the process of game—no more, no less. Map mak- needs.
world and adventure creation, a ing can be as simple as drawing a
DM will hurriedly slap together a rough diagram of a few rooms in a
wilderness that bears no relation- dungeon or as complex as multi-
Tools of the Trade
ship to real geography, a cavern color, three-dimensional perspec- As described
complex that more closely resem- tive maps of a vast underground previously, it is indeed possible to
bles a rabbit warren, or a castle realm. make maps with nothing more
that totally ignores plausible (or At the most basic level, mapping than a pencil and a piece of paper.
even magical!) construction meth- can be done with a piece of scrap However, the DM's task is made
ods, and then cannot understand paper, a pencil and few quick doo- easier if he invests in (or borrows) a
why his players are unable to sus- dles. From an adventuring charac- few supplies and tools. A basic
pend their "disbelief" when he ter's standpoint, this is really all shopping list for the adventure
runs his adventure. Even more that he will be able to do during his game cartographer follows:
tragic is the DM who spends count- explorations. • A pad of graph paper (4, 6, 8, or
less hours on his maps, yet still However, by necessity, a DM 10 squares to the inch).
accomplishes the same, un- needs to produce something a little • A pad of tracing paper
believable end. less basic, something not quite so • Hex grids (paper divided into
Map making is important and unpolished. The DM's map will six-sided hexagons—a variety
the time invested in researching need to contain more information of sizes exist)
and making clear, realistic, even than "here is how we get out of this • Several sharp pencils
visually exciting maps is time well mess." • A small set of colored pencils or
spent. Making maps that look good The complexity of the DM's watercolor markers
and play well does take time. Yet maps depends on the DM and his
• A felt tip or razor point drawing an inch or a centimeter to its cor- of gaming and is therefore found
pen responding "full scale" measure- only where gaming supplies are
• A straight edge or ruler ment. It is usually expressed as sold.
• Drafting templates (for circles, "one square equals five feet" or It is not absolutely necessary to
ellipses and other geometric "one centimeter equals 20 feet" draw a map on graph or hexagon
shapes) depending on the map scale that paper, but it does make the task
• A compass (for making large the DM chooses. easier for the beginning mapper.
circles) It is important to note that the While it is possible to run games
• A protractor (for measuring an- use of a square grid can distort by making measurements with a
gles) movement somewhat. Mainly, this ruler on a map (more on this later)
• A drafting triangle is due to the fact that the distance it is far easier to plot movement,
• A T-square covered in a diagonal movement missile, and spell ranges on a grid-
• Access to a good photocopier— from one square to the next is ded map. Adventurers with a de-
most libraries and quick print- roughly half again that traversed sire to map their progress will find
ing shops have suitable in a lateral movement. Dungeon it easier to map an encounter area
machines available Masters should keep this in mind that has itself been drawn on hex
when using normal graph paper. or graph paper.
Of course, many of these items When using graph paper, the ex- Though extremely useful, map
are optional. Many DMs (myself in- pression "one square = five feet" grids can have a negative side.
cluded) have gotten along per- means that the measurement
fectly well without a compass or Grid mapping can restrict the
along the side of the square corres- DM's creativity. He can easily fall
templates. As you might expect, ponds to a full-scale measurement
however, many of my maps did not into the trap of designing a world
of five feet. Such a map square to fit within .convenient grid
have large circular chambers on would cover an area of 25 square
them (unless they were the same boundaries (see the Maps without
feet.
size as the nearest coffee cup of Grids and the Tips & Tricks sec-
On the other hand, the expres-
plate). sion, "one hex = five feet" has a tions of this chapter for details).
slightly different meaning. It
Encounter Area Numbers
What Makes a Good means that the distance from one
Map? flat side of the hexagon to the op-
posing flat side, is five feet. The use of letters, numbers, or
As stated be- symbols is very important as it al-
fore, a good map is an effective Map Grid lows the DM to uniquely mark im-
map; one that conveys exactly the portant encounter areas. These
right amount of information A common adventure game numbers refer the DM to corres-
needed by the DM to run his ad- practice is to draw maps on grid- ponding text in his adventure
venture. notes. A good rule of thumb here is
ded paper. Gridded paper is di-
What is the right amount of in- vided into two general types: to use numbers for major encounter
formation? That depends on the graph paper and hex paper. areas and then letters for minor
map. There is no hard, fast rule encounters or areas of note within
Graph paper is generally found
that says "each map must have the numbered encounter area.
in office supply or stationery stores
the following features or it is not an and departments. This paper is
official map." However, there are gridded in uniform squares. In the Map Keys
many features that good, usable United States, the size of the
maps have in common. squares is measured in fractions of A map key explains any special
an inch, quarters, eighths and symbols used to indicate features
Map Scale tenths being the most common. on the map that may not require
Elsewhere, metric measurements extensive text descriptions. This
This defines the relationship of a need only cover those symbols
unit of measurement on the map, may be used.
Hex paper has little use outside which the DM does not commonly
such as a graph square, a hexagon, use.
Compass Rose map should show an area of sev- clude dungeons, monster lairs,
eral thousand or even several hun- ruins, towns, taverns, towers, cas-
At its simplest, this is an arrow dred thousand square miles. tles, and caverns. Most adventures
pointing north. It helps the DM ori- that the DM creates will require
ent (or confuse) the adventurers Regional Maps one or more encounter maps.
when they are exploring the
mapped region. This map is an enlarged subset Diagrams
of the world map. The scale on
Map Types such a map is smaller (see Map- Technically, this is not a map but
ping Scales). It gives a more de- is instead, a drawing or plan of a
The maps that tailed depiction of one part of the detail shown in one of the encounter
a DM will normally use as he de- DM's world—usually the area maps. Diagrams fall into two
signs and runs adventures in his where the campaign will take general classes:
world can be easily divided into place.
several types: Alternate Views
Encounter Maps These diagrams show things
World Maps that cannot be easily or clearly
These maps depict individual shown from a top view, such as a
This large scale map does not encounter areas. The scale is very pit with several side exits at vary-
necessarily show the entirety of small, usually not more than five ing levels or windows near the ceil-
the DM's world, but does reveal to ten feet per square or hex (or ing area of a room. These are best
most of the land mass where the about 40 feet to the linear inch). depicted by a cross-section or per-
game adventures take place. This Examples of encounter maps in- spective diagram. Elevations, or
front and side views of the exterior ate smaller scale regional maps as tic landforms and believable build-
of a building also fall into this cate- they are needed. Regional maps re- ings (believe it or not, the world
gory. Particularly effective dia- veal the locations of villages, was not made to fit on a five foot by
grams can be created using the streams, castles, ruins and so five foot map grid).
guidelines for drawing perspective forth. To make a gridless map, the DM
maps later in this chapter. Even smaller scale maps are must first assign it a scale. The
used for encounter areas. They are map is then drawn with this scale
Working Diagrams often floor plans for castles, tow- in mind.
These diagrams are used to de- ers, ruins, dungeons, and build- The primary drawback to a grid-
tail items or room features that ings. Such small scale maps are less map is that all movement and
need a close-up view to best ex- blowups of specific areas. The missile ranges on the map must be
plain their workings, such as a scale is measured in feet, not measured with a ruler or a scale,
counterweighted trapdoor that miles. rather than the simpler method of
works another mechanism. Choose a scale for the map that just counting spaces on a grid.
best suits the needs of the map. A
Diagrams should be used as regional map drawn at a scale of
needed, but keep in mind that if one inch or one hex equaling Mapping Symbols
something needs a diagram to 1,000 feet gives too much detail A DM who has
make it clear to the DM, it may also and not enough overview of the re- the talent and the time might wish
be difficult for his players to under- gion (and also makes much more to realistically render every fea-
stand. The DM may need an addi- work for the DM, who must draw ture in his world. The end result
tional visual aid to explain it to his an incredible number of such will no doubt be gorgeous and
players. maps to depict even a single bar- probably worth framing.
ony). Likewise, a dungeon map Luckily, for the rest of us who
drawn with each 1/8th inch square may not be quite so artistically
Mapping Scales equaling 100 feet is great for plot- gifted, there is an alternative—map
The first step ting large cavern complexes that symbols. Map symbols are icons:
in map creation is to decide how stretch on for thousands of feet, simple, easily drawn graphics that
much of the world is going to be but does not show enough detail to inform the viewer as to what can be
shown on a single map page. At depict doors, traps, and stairs in a found there.
the DM's choice, a single map (re- castle or dungeon. As you can see, we have pro-
gardless of paper size) can show an Remember to mark the map vided a quick table of symbols
entire world, a continent, a king- scale on each map—it saves trying which can be quickly used to detail
dom, a barony, a castle, or just a to remember what was intended your maps (see page 126). The first
few rooms in an underground when one looks at a map three chart lists symbols which might
dungeon. The deciding factor is months or three years after it was represent the items found on a typ-
map scale—the relationship be- drawn. ical encounter map for the average
tween a measurement on the map adventure. Symbols for uncom-
and its corresponding measure- Maps without Grids mon items like fonts of boiling water
ment in the real world (which is or magic sigils are left to the
also called full scale). Most of the DM's fertile imagination.
To show a great deal of the world, maps that we use in the "real Outdoor maps have their own
the scale relationship of the map to world" do not have graphs or hex set of mapping symbols, as shown
the actual world must be quite grids. Likewise, grids are not abso- in our other diagram. These sym-
large. Each unit of measurement lutely necessary for adventure bols represent features commonly
on the map must represent many maps. Maps without grids, found in a wilderness environ-
miles. While such a map gives an whether they are world, regional, ment. Here are symbols for trees,
overview of the world and its major or encounter maps allow the DM to lakes, rivers, oceans, hills, castles
features, it is noticeably lacking in design his world in a free-form and of course, mountains. Color
fine detail. The DM must also cre- manner, giving attention to realis- can also be used to good effect in
outdoor maps. sters and traps suddenly become this new world. Next, mark areas
For smaller scale maps, moun- more deadly). of habitation and draw in major
tains, hills, and valleys can be political boundaries. Select the
shown by topographical mapping. Simple Maps— area or areas that will initially be
On a topographical map, contour detailed by regional maps.
lines indicate changes in elevation Orthographic Mapping
(height or depth). Each line repre- The simplest Regional Maps
sents a specific change in elevation form of adventure gaming map is
since the last contour line. For the orthographic or top-view for- Generally speaking, regional
small scale maps this should usu- mat map, drawn on graph or hex maps show wilderness. They are
ally be 10, 20 or 50 feet. Lines that paper and using the map symbols used to show greater detail about
are close together indicate a steep described earlier to depict map fea- those parts of the DM's world in
slope or even a cliff. Lines that are tures. This style of mapping can be which adventuring will take place.
very far apart depict a gentle slope. used to depict world, regional, and If hex grids are used to draw the
A line with little hash marks com- encounter maps. map, the most common method of
ing off of it represents a depres- The features of the map are mapping is to assign one primary
sion, usually in the form of a body drawn as if seen from directly over- terrain type to each hex and draw
of water. The direction of the de- head, often in the form of a floor in the corresponding map symbol.
pression's downward slope is indi- plan. Height and depth are indi- This does not mean that every
cated by the side of the line upon cated by topography lines or notes square foot of that terrain area con-
which the hash marks appear. written on the map (such as "The tains that type of terrain, but that
More information on topographical floor slopes down here towards the the selected terrain dominates the
maps appears under the heading north at a 30 degree angle.") Map- area. Lakes, oceans, streams, and
Tips & Tricks. ping symbols are used to show rivers are treated differently. They
map features. Special notes for the ignore hex boundaries and go
Using Color different types of maps are given where the DM wants them to be. It
below. is possible to draw a region to con-
Drawing maps veniently fit within hex borders,
in color is not absolutely neces- World Maps but such a map looks artificial to
sary, but it can add to a map's clarity. the DM and will eventually feel ar-
In a wilderness map, color can be World mapping is closely tied to tificial to the players as they ex-
used in addition to or in place of the process of world creation de- plore it.
map symbols. Green might mean scribed in an earlier chapter. Much If graph paper or if no grid at all
forest, but varying shades of green of it will actually be done as the DM is used, a slightly different style of
could be used to show the density makes notes about his world and map drawing is required. Terrain
of the forest. While water can be its contents. This is often best features are drawn in as needed to
shown by using blue, the shade of done on something other than suit the DM's world (rather than
blue used could indicate the depth hexagon paper. If necessary, a hex trying to place features inside arti-
of that water. grid can be superimposed later ficial boundaries). Distance deter-
On a small scale encounter map, (see Tips & Tricks section later in minations are based on
the uses of color to indicate foliage the chapter). measurements like inches or cen-
or water are obvious, but color Sketch in the coastal outlines (if timeters (see Mapping Scales and
should not be limited to depicting any), the major terrain features, Maps without Grids for more de-
parts of the physical environment. such as mountain ranges, vast tails).
Color can show the territory con- plains, mighty forests, and rivers
trolled by a political faction or that drain into the ocean. Think of
monster group. It can indicate the Encounter Maps
areas in our own world that are
presence of magic, fire, poison gas, similar to the lands being created.
teleportals, or changes in an area's More often than not, this map
Keep an atlas handy for ideas on will be an interior space—the floor-
"danger level" (where the mon- how these features might look in plan of a building, cavern, or
dungeon. It also may represent the tages and disadvantages com- grid printed at the back of this
layout of a village, ruin, or a mon- pared to standard orthographic book. TSR hereby grants permis-
ster encampment. It can also be (top view) mapping. On the posi- sion to photocopy the perspective
used for ships, forest clearings, or tive side, a perspective map con- grids for personal use only. Make
ambush sites. As the DM draws veys the three-dimensional nature one copy for each floor or level
the plan he needs, special consid- of a setting much more realisti- needed. Make a few extras too. A
eration must be given to how it cally than an orthographic map. photocopier with enlarging or re-
might look and function if it were The position of each dungeon, castle ducing capabilities is a real help
real. If the encounter takes place in or cavern level relative to all here.
a "made" area then it was econom- other levels is much clearer, and The second technique requires
ically feasible for someone to have the connections between the levels tracing paper (see Tools of the
built it. are easier to see. Trade earlier in this chapter). Place
The DM needs to ask himself if a On the other hand, perspective the tracing paper over the selected
building based upon his floor plan mapping requires more knowl- grid and trace only those portions
could stand by itself. What sup- edge and technique than standard needed for the perspective map,
ports the r.oof? Are the walls thick mapping. Raised features such as then draw in necessary map de-
enough to actually be made out of staircases, spiral stairways, plat- tails. While it is possible to hold the
stone? How are any secret pas- forms, ramps, and any other three- tracing paper in place by hand as
sageways or doors hidden in the dimensional details will obscure the grid is drawn, taping the trac-
construction? Is there any provi- the view of areas immediately be- ing paper in place is a better tech-
sion for heat, light, or sanitation? hind them. Also, the smaller nique.
Next he needs to consider the squares to the rear of a perspective Take precautions before taping
game aspects of the map and the grid tend to cramp design if used or the tape will eventually ruin the
ways it can enhance play. Does it for areas that need careful atten- pages of the book. To avoid this,
guide or restrict movement in a de- tion to detail. Finally, a perspective place clear tape on the corners of
sirable manner? Does it provide map takes more time to draw than the page and secure your tracing
opportunities for strategic maneu- an orthographic map. paper to the taped portions only.
vering by the PCs and their foes? However, if one has the time and
Is it an interesting backdrop for the doesn't mind learning a few rela- Selecting a Starting Point
action? If the answer is "no" to tively simple techniques, it is pos-
any of the above, the DM should sible to create maps that com- Start the design as close to the
get out his eraser and make modi- municate much more information front of the grid as possible. This
fications as needed. than the size of a room or whether does not mean that the entrance to
the door is in the north or the east the area depicted must be at the
Perspective Mapping wall. front of the grid. The DM may wish
It is possible to use a "forced per- to have the adventurers enter at
Imagine craning spective" on maps of this type. If the rear of the map and work their
back to stare at a tall building, then you flip to the back of the book and way to the important areas de-
realizing that it's in the way and examine the generic dungeons tailed in near the front.
must be scaled, or staring down which we have provided, you will If an area has multiple levels
into the depths of a crevasse, note that they do not suffer the that will be drawn on several dif-
looking for the handholds that will "cramping" of squares in the ferent maps, assign one square on
make it climbable. Views like background. In many ways, a the map as a control square. This
these are hard to depict in a typical forced perspective map like this is a single square on the grid, lo-
orthographic map. If the DM feels combines the advantages of an or- cated roughly in the center of the
equal to the task, a style of map- thographic map and a perspective area being designed. It is a good
ping called perspective mapping map. idea to center the control square
can provide more drama and clarity The first mapping technique re- under the highest tower or at the
to the DM's maps. Perspective quires the DM to make a few photo- midpoint of the top level of the de-
mapping has advan- copies of the forced perspective sign. When a new level is created,
align the control square vertically The map grid provided later in
with the control square directly the book contains a number of dif- Technique 2:
above or below it. ferent stair graphics, both simple Photocopy Method
If each level of the designed area and complex, to be traced, copied
is approximately the same shape, or hand-drawn into the DM's 1. From a photocopy of the
the control square should be the maps. Use the ones that work best grid being used, cut out all
same square on each grid. If photo- with the selected map. of the grid areas that need
copies are used, line up the grids not be raised or lowered.
while looking through them at a Splitting the Grid
light. If using tracing paper, mark 2. Glue or tape the rest of the
one square on the grid with a small When a multiple level area is de- grid to another piece of pa-
dot and line the maps up using the signed, the DM may wish to mimic per. This protects the holes
marked square. minor changes in altitude by cut- cut in the grid, and allows
ting the grid (we recommend using one to draw or paste sym-
Drawing the Map a tracing or a photocopy) into the bols over them.
appropriate pieces and shifting the
Once the grid is established, individual pieces up or down 3. Put the small cut-out grids
drawing a perspective map is very on the sheet created in step
slightly to show the level changes.
much like drawing a top-view 2. Judge how high or low
Two techniques, one using trac-
map. The main difference is that they need to be to indicate
the squares making up the map ing paper and the other photo-
the proper elevation. The
grid are not true squares. It may copies, are described in step-by-
horizontal lines of the grid
require a little practice, but soon, step sequence below: should help to make this
drawing perspective maps should calculation. For example, if
be as easy as drawing the top view Technique 1: Tracing Method each square equals 10 feet,
variety. and a platform is supposed
It is a good idea to draw the outer 1. Draw the main floor grid on to be 20 feet tall, simply
limit of the design first. This aids tracing paper, except for the measure the front of a
in seeing the overall structure and areas to be raised or low- square along the cut line
makes it easier to line up the maps ered. and place the platform grid
of the various levels. As an alterna- 2. Look at the grid through the twice that distance above
tive, try starting with a huge stair- tracing paper and find the the cut line.
case or centrally located atrium grid area to be elevated. Pull
that includes access to areas on the tracing paper down until Horizon Lines
several levels. the grid area appears to be
at the correct (scaled) The sample grid in this book in-
Mapping Symbols height above the main floor. cludes a horizon line, a dotted line
The symbols described earlier 3. Draw this grid area in its above the grid. The purpose of the
for use with orthographic maps correct location on the trac- horizon line is to help the DM view
can usually be translated directly ing paper. the grid correctly. In order to cor-
onto a perspective map. Doors, rectly orient the grid, turn it so
trapdoors, curtains, furniture, and 4. For areas below the main that the horizon line is horizontal,
many other symbols can be used floor of the level, move the or level.
in the same manner. However, the tracing paper up until the The horizon line can also help
symbols for certain three-dimen- correct grid area is below the DM draw vertical lines on the
sional objects, primarily stair- the main floor. Trace this grid. Pillars, staircases, ladders,
ways, must be changed slightly, grid onto your paper in its and other primarily vertical ob-
since the map must display both proper location. jects should not look as if they are
their horizontal and vertical as- about to topple. With a T-square, or a
pects. triangle that includes a 90 degree
angle, the DM can use the horizon tray and let it dry overnight. The numbers and so on. This photo-
line as a guideline to accurately result will have the look of parch- copier trick works best when the
draw vertical lines. To draw a verti- ment. color of the copier toner and the
cal line, simply make sure that it is color of the map grid are different.
perpendicular to the horizon line. Superimposing grids on Maps
Mapping with Authority
Tips & Tricks If access to a plain paper photo-
copier is available, try the follow- A coastline is
ing tricks. Draw the desired map rarely a flat line where featureless
Consistency land meets a mirrored sea, nor are
freehand, sketching in boundaries
and placing map features as de- all mountains jagged crags claw-
Whenever possible, keep the ing bleakly against a leaden sky.
scale of related maps, such as mul- sired. Use a dark pencil or pen.
Keep map proportions in mind, Yet it is quite common for even an
tiple levels of a dungeon, at the experienced world designer to
same scale. It can be quite confus- but don't worry about scale. Posi-
tion the map properly on the pho- treat all land features equally.
ing to have the map of one In a similar vein, DMs tend to
dungeon level drawn at eight feet tocopier, then insert a piece of
graph or hex paper into the single build all of their castles, temples,
per inch and the map of the next public buildings and towns along
sheet feed slot. The map will then
level at eleven feet per inch. similar lines. Regardless of culture
be copied onto a grid for ease of
play. Assign a scale to the map grid or the time period in which it was
Making Handouts and finish it by drawing and coloring built, all buildings of a given type
in additional details. If the pho- are generally the same. Why? Be-
Map handouts are useful and fun tocopier has enlarging or reducing cause the DM often doesn't know
game play aids. They can be used features, the final size of the map any better. He draws only on his
for maps found by players or as a need not be the size that it was own experience.
graphic depiction of information drawn at. If, on the other hand, the DM
that the characters should already chooses to research our own
know. Handouts can be made by Real Maps world, he finds a variety of maps
several methods. The first method that can reveal the detail of different
is to trace the necessary parts of Real architectural floor plans can coastlines for different parts of the
the map on a sheet of tracing pa- add a new dimension of reality to a world, including rocky cliffs,
per. The second method is to just map, including details that DMs sandy beaches and dark cypress
hand draw a separate map, based (since most DMs are not architects) swamps. He finds a variety of
(somewhat loosely) on the DM's tend to overlook. If floor plans for mountain types, from the green
map. The third method is to use a historical temples, castles, or cata- rolling ranges of the Appalachians
photocopy of the DM's map that comb complexes are available, to the rugged rocks of the high Hi-
was made before he put any of his place a piece of tracing paper over malayas. By using real maps as
notes on it or to edit a photocopy of the map and trace those parts to be guides he draws his own maps
his map, removing secret informa- used with a dark pencil or pen. with an authority lacking in his
tion, and then recopying the cut- Position the tracing on the pho- previous creations.
up map to clean it up. tocopier. It is most likely that the In a like manner, the DM can use
A nice touch is to "age" the map. tracing will need to be enlarged or floor plans and elevations of histor-
If the map is on bond paper and reduced, to make it better accom- ical buildings, temples and castles
made by photocopier or with indel- modate game play (this often re- to populate the cities and wilder-
ible ink, tear the edges of the paper quires some experimental copies ness of his world. With a little un-
slightly to give it a rough edge, to get the size right). When the size derstanding gained from archi-
then soak the paper in a tray filled is right, place a piece of graph or tectural history, he creates build-
with tea or coffee for several min- hex paper in the single sheet slot ings that can actually stand with
utes. Carefully take the damp (and and make the final copy. As before, realistic interior spaces. Although
easily shredded) paper from the add in notes, scale, color, area experienced players may miss the
convenient 20-foot-wide corridors away views in it. Don't be afraid to Egypt to the 20th century. Cathe-
they were once accustomed to, the use the children’s' section of the li- dral, Pyramid, and City, three
excitement of exploring a place brary. Books aimed at younger books by David Macauley, are ex-
that could really exist will rapidly readers will more often have the cellent sourcebooks for the con-
replace their loss. pictures and diagrams that a DM struction and layout of ancient
Where does the ability to map needs. architectural structures. They
with authority come from? From give insight into the amount of
geography books, from art history Books on Castles time and manpower that must be
texts, from topographical maps, invested into a project for it to suc-
and from magazines—all of which These may be found in a local li- ceed.
are usually available at any local li- brary. Books with pretty photo-
brary. graphs or illustrations are nice and Books on Ancient Civilizations
What follows is just a sampling may be useable as inspiration or
of places to find reference material visual aids, but look for one that The best books of this type have
for mapping: has floor plans drawn to scale. Castle lots of pictures, diagrams, maps,
by David McCauley (Houghton and illustrations. Look up ancient
Topographical Maps Mifflin Company, 1977) is a fine civilizations in the library's card
look at the construction of a medi- file. Again, use the childrens' sec-
An entire gaming campaign eval castle. tion of the library.
could be built up from a few of
these maps. The clever DM may Geography Books Other Sources
even want to use them in place of
hand-drawn regional maps. If so, Look for books that focus on nat- For a good reference on how to
treat them as gridless maps. A dra- ural wonders, rather than geopo- locate real maps of the United
matic trick is to change the vertical litics. Again, try to find maps for States, particularly topographical
distance between topography forests, canyons, deserts and maps, get the free U.S. Depart-
lines. mountainous areas. ment of the Interior pamphlet: Na-
Ask for topographical maps at tional Mapping Program, Mini
any sporting goods specialty store Art History Text Books Catalog of Map Data from the Na-
that sells a full line of hiking and tional Cartographic Information
camping supplies. If they don't Good examples of these can be Center, U. S. Geologic Survey, 507
have them in stock, they can prob- found in most public and college li- National Center, Reston, VA
ably order them. If these maps braries. Art history texts are an ex- 22092. The pamphlet also lists ad-
cannot be found locally, contact cellent source for building floor dresses where you can go to
the National Cartographic Infor- plans. Look for a book that shows browse and buy maps.
mation Center listed below under floor plans of ancient buildings, For another general source book
Other Resources. Try to find maps temples, cathedrals, castles, and on locating maps of all kinds, look
for forests, canyons, deserts, cities. Gardner's Art Through the for The Map Catalog by Joe Mako-
coastlines and mountainous ar- Ages is an excellent example. wer from Vintage Books, a division
eas, anything that might be useful of Random House, copyright 1986.
as a regional map in a campaign Architectural History Books Finally, look through an index of
setting. National Geographic magazine,
These are a wonderful source for particularly one which covers the
Books on Caves ancient building floor plans, cross- last 30 years or so. This magazine
sections, and cutaway illustra- is available in libraries and con-
Check the local library for a book tions. Introduction to Architecture tains excellent articles and maps
covering this subject. Look for by Stephen Gardiner is an excel- on many periods of ancient his-
books with maps or floor plans of lent example of this type of book. It tory, including lost civilizations,
real caves. If possible try to find is chock-full of pictures and maps ruined cities, castles, and sunken
one with three-dimensional cut- showing architecture from ancient wrecks.
Regardless of how clever he may the difference between good ad- • They test the skills of both the
be at world creation and in spite of ventures and even mediocre ones players and their characters,
his technical accomplishments at is clear. The former grabs the play- teach them a bit about them-
drawing beautiful maps, a DM who ers' attention and draw them into selves, then reward them with
doesn't put his best effort into the a world of mystery, action and in- glory.
design of spine-tingling, heart- trigue, the latter merely provides a • Though the outcome may not
pounding adventures, has missed few hours of mild diversion. Opin- be earthshaking, even the
the entire point of role-playing ion aside, truly gripping adven- smallest adventure has a dis-
games. Adventure design is an art tures shares many common cernible effect on the world.
form, like writing novels or painting features:
pictures, one that requires cre- It may not be possible for the
ativity, ingenuity, a measure of • They play like good fiction novice DM to make his first, or
technical skill, and a dedication to reads, but avoid following a even second adventure match this
the task at hand. predetermined path. list 100 percent, but even giving
There is no One True Way to de- • They draw the PCs into a well- conscious thought to these ele-
sign a good adventure. Every DM woven web of activities, often ments as he designs means that he
has his own style, methods, and personally involving the char- is moving in the right direction.
procedures to accomplish the acters in the outcome of the ad- What follows is a path to guide
same end. Even the elements that venture. the DM in his quest. It represents
make for an exciting adventure • They tell more than a single the experience of many DMs and
vary and often are nothing more story. gives not only the theories behind
than a matter of personal opinion. • They begin and end with ex- good adventure design, but also
Yet for those who play regularly, citement. acts as a basic nuts-and-bolts ap-
proach to adventure writing, slash heroes, make the monsters an opportunity for a role-playing
including the development of use smarter combat tactics or try experience. Given the chance,
adventures into ongoing variations on existing monsters they'll haggle in the market over
campaigns. like adding poison or magic to every item in their inventory.
those creatures the PCs are used to Role-players approach the game
Evaluating the Players using as sword fodder. in the person of their characters.
Character development may take
Start the ad- Problem-Solvers precedence over other minor as-
venture design process by evaluat- pects, like survival or mission suc-
ing the players in the campaign These players see the campaign cess. They may choose to talk
and deciding what kind of adven- as a great puzzle and their pur- instead of fight their way out of del-
tures will satisfy their playing pose, indeed their joy, is to put all icate situations. Since role-players
styles (novice DMs can skip this the pieces together. The more view their characters as the sole
step until they know their regular twisted and convoluted the plot, reason for playing, the motivation
players better). the better. They love unique and for an adventure must come from
Most players fit into one of three general mentally challenging gaming ses- within the characters, something
types: Adventurers, Problem Solvers or sions and rapidly become bored that is important to their
Role-players. Each type brings a with anything that does not seem motivations and goals (which are
different attitude to a role-play game. new. They go to great lengths to rarely listed as "kill all monsters,
A mismatch of ad-; venture to concoct imaginative and occasion- grab lots of treasure," or even
playing style often results in reduced ally workable plans to deal with "solve tricky mysteries"). With the
enjoyment for all concerned. Since every eventuality. amount of detail these players
most groups will contain one or more Problem solvers can be tough to know about their characters,
of each type, a good adventure is referee. They tend to be creative devising a motivation should not
balanced between the various styles of with the rules of the game and be a difficult task for the DM.
play. thus require the DM to be creative Pick something out of the
and consistent. character's past and use it as a
Adventurers Don't hesitate to borrow tricks, subplot to get that character in-
traps, and encounter ideas from volved (more on this later).
These are the bright-eyed, en- any source available to meet the
thusiastic players that most of us problem solvers' insatiable crav- As stated earlier, chances are
were when we first played the ing for mental challenge. They good that the DM will need to pro-
game. Many players retain an in- also need more than just the lure of vide a mix of styles to please his
terest in this style of play for as treasure to seek out an adventure. players. He will also need to keep
long as they game. They need a mystery! Give these in mind that during the adventure,
To Adventurers, a good game is players motivating backgrounds the different types of players will
full of physical challenges that and let them decide where they want to play the game differently.
their character abilities allow will go, then work hard to keep one The chapters that follow on DMing
them to overcome. Combat is their step ahead of them. the Adventure will provide help in
top choice for action and they rate that regard.
their characters' quality by the Role-players
amount of sheer mayhem and car-
nage they can cause. The Importance of Story
At some point, every player fits
The needs of the Adventurer are First, it must
into this category. Role-players
easily met. Monsters to fight and be stressed that it is entirely possi-
love to develop the details of their
booty to haul can satisfy them for ble to play adventures that have
weeks on end. The lure of treasure character's lives, right down to mi-
nor possessions, ancestry, and per- been designed without an underly-
and potential mayhem are all the ing theme or unifying scenario,
DM needs as hooks to draw them sonality quirks. To them, even the
routine parts of a game session, and that have no plot, subplots, or
into his adventures. To keep the their complications. Players (par-
game fresh for these hack-and- such as equipping a character, are
ticularly Adventurer types) can be macro view of the action going on that reveal the plot and important
satisfied without them. . . for a in the world. A land with dragons subplots to them. Tension increases
while. Yet it is not so difficult to create is not a theme, whereas dragons as plot complications occur until
adventures that do contain these who like to prey on villagers is. the PCs arrive at a predetermined
elements. Other examples include: Ores climax and the players realize that
If the DM can bring himself to mass for invasion in the moun- success or failure depends solely
think of his campaign as a story tains, a migration of barbarians upon their actions in this
with an unwritten ending, he has threatens the kingdom, or rats encounter. The climax resolves
made the first logical step in suc- threaten the villagers. one or more of the major
cessful campaign design. Players, The theme must provide a need conflicts presented by the plot,
regardless of type, want to do more for character involvement and often a showdown between the
than just slay endless streams of then be sufficiently broad to sup- characters and their major op-
monsters or loot bottomless trea- port several adventures. Taking ponent. This is where successful
sure hoards. They want to be he- the example of the barbarian mi- characters get to be heroes and the
roes who perform legendary deeds gration, the players first hear of players have to keep wiping the
like the characters in fantasy fic- burnt villages on the frontiers from sweat off their palms. After the cli-
tion or film. To do this, they need a refugees which leads to a series of mactic encounter, the story closes
vehicle where their characters can adventures, all based on different with a denouement, a short period
grow strong and become famous. scenarios, but linked together by of retrospection in which the vic-
The vehicle for this is the game the theme of the migration. tors can count their spoils and re-
campaign. A baron needs aid to infiltrate a view their deeds, while the
camp and learn of the barbarians' vanquished shake their heads and
Theme plans. This leads to the discovery count their losses. It should be a
of a captured princess in another pleasant, relaxing period of rela-
The first step in campaign de- encampment. Meanwhile a for- tive safety (for both the PCs and
sign is to give thought to the un- tress in a pass must be re-supplied their players) before conflict arises
derlying theme of the campaign. A and regular troops cannot be anew and tension builds once
theme is a unifying concept that spared. The Duke needs an escort again.
goes beyond the limits of a simple to negotiate with the barbarian
adventure. It is the framework high chieftain, during which the Plots & Subplots
upon which the adventures are party finds shelter in a ruined cas-
built and provides the links be- tle. Finally the PCs discover the The plot is the arrangement of
tween seemingly unrelated events reason for the barbarian migra- adventure elements in which the
in the world. Think of theme as the tion: the sudden reappearance of characters must work to overcome a
overall story line in a trilogy of an eldritch evil in the north. A new major obstacle and achieve a goal.
books where each individual book theme, that of suppressing the While the major obstacle (or
both tells a complete tale in itself evil, is now linked to the old and a antagonist) is any force that op-
and advances the overall story of new series of adventures logically poses the PCs' completion of their
the series. begins. goal, it might be the forces of na-
Several themes of varying depth ture or even the characters' per-
and complexity should be created The Tale is Told sonal problems, but more often
initially, allowing the players to than not, it is a monster or evil
pursue those which interest them The structure of each adventure NPC, often the villain or the char-
most. As the game progresses, the should develop like a story. It be- acters' chief adversary.
DM will undoubtedly find ways to gins with a hook, something that Although the plot outlines the
link and interweave the themes piques the characters' curiosity, major conflicts, it's not an order of
and the potential plots and adven- focuses their attention on a prob- play in which the PCs follow the
tures they contain. lem and then grabs and runs with DM's imagined script. A good plot
Themes are expressed in terms their imaginations. The story de- line allows for a variety of paths
of action, since they represent a velops as the PCs hunt for details and outcomes and may not come
to the same conclusion that the Missing are the complications that villagers' actions to stop them. If
DM had originally intended. Re- add depth to the story, the sub- they spend too long here, the
member, this is a game. Unlike a plots that weave in and out of the PCs undergo minor, monstrous
fiction author, the DM has less di- main tale and often personally in- changes.
rect control over the heroes in his volve the PCs.
stories. Subplots are stories within sto- The story can be further compli-
Plot deals with conflict, but con- ries that complicate matters for cated by having one of the empty
flict is not necessarily fighting. the characters. They deal with side villages be the home of one of the
Conflict occurs whenever a person issues and focus on the goals of mi- PCs or by having the baron and his
must overcome or resist someone nor players, especially as they get guards show up to deal with the
or something that threatens his in the way of the major action. weakened PCs, thus tying up his
safety, his possessions, his per- In the story above, the baron own loose ends. The climactic end
sonal goals or ambitions, or his hires the characters to solve a may not be the battle with mon-
values. Thus, most plots develop problem. By adding a simple com- sters, but the running battle with
around one or more of these basic plication, the baron becomes a the corrupt nobleman's hench-
situations. part of the problem. Instead of hiring men.
The plot should always initially the PCs to get rid of monsters, he Subplots can also be sidelights
appear uncomplicated and has them take care of a mess that to the main story line, brief little
straightforward. An example his own meddling has begun. The adventures that take the PC party
might be that a baron wants the story picks up with episode two. . off the main track, but in reality
PCs to destroy the monsters in a . provide another component
remote part of his barony. The plot needed to develop the main story.
here is initially one of the players Episode two: At night, the PCs Avoid giving the players all the
against the monsters. are challenged by angry villagers information they want, or need, all
The DM now must create a who do riot want them here. Many at once. Make them look for it,
rough outline for the plot, listing villagers are strange-looking, even make them adventure for it, par-
the major encounters or scenes ugly, but in the firelight its difficult celing it out in pieces gained from
that will occur (though they need to say why. The encounter may this NPC or that bit of library re-
not all occur in the order listed). A end in a fight. search or from tavern rumors.
outline for this simple plot above Episode three: A frightened vil- Don't give out solutions, present
might read: lager seeks shelter in the PCs clues. Remember to provide the
camp, but disappears during the occasional red herring (false clue
Episode one: The PCs scout night. or trail) to keep the PCs on their
the area. They encounter several Episode four: If the PCs track toes and not accept everything
hideous monsters in the area. the villager, they discover an aban- they hear as truth. On the other
Episode two: The monsters or- doned temple with odd riddles and hand, remember that an NPC will
ganize a return ambush in an fierce magical guardians. Trails in- probably not lie unless he has a
empty village. dicate that the monsters live here. motive for doing so (to protect his
Episode three: The lone surviving The villager from episode two or someone else's interest, or out of
resident of the village is dying and warns them to leave. He looks dif- sheer malice—although the latter
frightened. If healed and be- ferent now. should be perceivable in some
friended, he tells of the temple Episode five: The PCs solve the way).
where the monsters dwell. puzzles of the temple and defeat
Climax: The adventurers try to the guardians. They press on into Personal Involvement
ambush the monsters in their lair. the monster lairs and discover the
sleeping bodies of villagers with Try to base one or more subplots
This is a simple, straightforward monster-like attributes. within an adventure on the per-
plot, with much physical conflict Climax: The PCs attempt to de- sonal goals of the player charac-
and a bit of role-playing to make it stroy the thing that changes vil- ters. Personal goals are great
successful. It's also a dull plot. lagers into monsters, despite the hooks for justifying the start of an
adventure, yet they can also be- same holds true for gaming. Most continuity or player choice. The
come liabilities to the DM. Avoid plot twists involve incorrect or in- belief that the characters exist in
having a character's personal goal sufficient information supplied to an ongoing story is destroyed or at
become the primary focus of the the PCs or someone working at least severely damaged. Instead,
campaign. Should that character cross purposes to them. These are the DM needs to plan out a Hook,
irrevocably die, the campaign will the little (or big) surprises for an imaginative opening scenario
rapidly grind to an embarrassingly which even the best of problem that presents adventure options to
and boring halt. Furthermore, the solvers cannot plan ahead. The fol- the players (never force them to
DM may be tempted to cheat (more lowing are suggestions, but with a choose one path) and then grabs
than is necessary) to protect his little imagination the creative DM onto their imaginations in such a
plot line, keeping that key character can go beyond them. Fiction and way that they feel they must delve
alive in order to keep his story film are wonderful sources for deeper into the adventure!
alive. these little gems. Open with action. Nothing starts a
It's better to make the charac- game off more predictably or
• All is not What it Seems: What
ter's personal goals into subplots, pedestrian than "You are in your fa-
the PCs are told about
sideline stories to the main adven- vorite tavern and a stranger comes
something or someone is ap-
ture plot. Conflicting personal up and tells you about..." Such de-
parently not true. Who is lying
goals may not contribute to group tail at this stage is unimportant.
and who is telling the truth?
harmony, but boy will they in- Although the stranger may have a
• The Set Up: The PCs are set
crease the intrigue level in a game. great adventure in mind, his
up to do something that no one
To determine these personal speech inspires the same amount
else wants to and then find out
goals, the players will have to create of excitement as, say, a trip to the
why.
character backgrounds, working dentist.
• Bait-and-Switch: In the middle
together with the DM to make Action need not be combat or
of a mission, the objective
their characters come alive. Go even something that directly in-
changes.
deeper than social status, parent- volves the PCs. Have a murder oc-
• Betrayal: Whoever hired the
age, and occupation to give a satis- cur in front of the party, a dragon
PCs lied to them and has played
factory answer to the question strafe the village, an army march
them into the hands of their
"Why has the character become through, or have that stranger en-
foes.
an adventurer?" trust the PCs with a locked box,
• The Problem Goes Deeper:
If time permits, have each player just before he dies from that knife
What the PCs were assigned to
write a short history for his charac- stuck in his back.
do is not the real problem, only a
ter, including social status and any Whatever the DM does, it should
symptom. Example: the PCs are
significant events of his past. The latch onto the motivations of the
sent to clear out bandits and dis-
DM can then take the history, re- PCs and appeal to one or more of
cover that the bandits are acting
shape it slightly and fit it into the the player types in his player
on secret orders from a mysteri-
events of the world, possibly even group (Adventurer, Problem-
ous power in dark castle.
intertwining the histories of sev- Solver, or Roleplayer).
• Ah, Romance!: An NPC has a
eral characters. The end goal is to
romantic attraction to a player
give the player characters a moti- Story Development
character or to another NPC,
vation for adventuring (rather
one that only serves to make
than just looting for gold and Once the PCs bite the hook, lead
matters more difficult.
glory) and in so doing create more them into the adventure with
character-oriented subplots. other clues. Most major encoun-
Hooks
ters or side adventures should ad-
Plot Complications and Twists It's possible for the DM to start vance the story line. If the DM feels a
an adventure with "You find the need to use random encounters
Complicated plots are more ex- entrance to a dungeon." Yet in (random dice-rolling can be used
citing than simple ones—ask any- campaign style play, that opening to spur the imagination but should
one who reads for enjoyment. The totally voids any feeling of story never be taken as a substitute for
it), it's an excellent practice for the Have an idea of what the climactic players know that something is
DM to predetermine a number of encounter will be when designing happening or going to happen, but
encounters before beginning play. the campaign, but do not design do not know what or when. It in-
This gives him a chance to set up it too far ahead. To do so may be volves playing up the fear of the
the statistics and motivations for to waste design time that could unknown. Whatever is going to
monsters or NPCs encountered. It be used better elsewhere. The happen will directly affect the PCs.
also allows the DM to answer ques- story is bound to change (re- The setting can enhance the feel-
tions like, "What kind of goods is member players act independent ing of suspense, playing upon the
that caravan carrying and where is of the DM's goals) and as it does the uncertainty. Darkness or deep
it headed?" or "What's the ores' nature of the final encounter will shadows, unfamiliarity with the
tribe?" change with it. Rough it out in ad- surroundings, and separation
Encounters and events develop vance, but add final details only from friends all build suspense.
the story line as long as they bear when it looks like the PCs will be Suspense moves into fear and
some relationship to the story's pri- there on the next play session. horror when the unknown be-
mary villain or adversary. Battles Like the Hook, which opens the comes a threat to life and limb. Un-
with the foe's evil minions often adventure with action, the climax known quantities develop a feeling
bring insight into the complexity of should close it with more action. A of paranoia in the players. Don't
the plot. Provide a balanced mix rousing good fight is one way, but describe monsters right out of the
combat and encounters. the DM may wish to combine it Monstrous Compendiums or even
Remember to add in plot twists with a daring, fast-paced escape or a give out their names. Describe
as necessary to deepen (or con- challenging puzzle that has to be only what the players see, hear, or
fuse) the plot, and throw in a few solved while the battle rages. A smell. Let them first experience
traps and puzzles, regardless of pulse-pounding climax will make monsters by their hideous deeds.
the setting. the players feel good about the ad- Keep the foe a secret as long as pos-
Eventually, the encounters venture, even if their characters sible and build the tension by deal-
should serve to point the adventurers fail. ing horrible death to henchmen
towards what the DM has de- While the purpose of the climax and other NPCs.
termined to be the climactic is to resolve major goals and mys- Humor in an adventure can bal-
encounter of the adventure. The teries, leave some unsettled, or ance horror and suspense by
climax need not be reachable in a have the resolution of the first breaking the grip of tension on the
single gaming session, although mystery unveil even deeper ones. players. Humor is not silliness,
each gaming session should have Let the main adversary survive to such as using puns for NPC names
some kind of mini-climax. This plot and come back even stronger or making horrifying monsters
lets the players feel they are making next time. Plant hooks for the next into pink and purple polka dot ab-
progress toward their final ob- campaign or adventure! surdities that blow bubbles (al-
jective. though silliness does have its place
Suspense, Drama, & Humor in gaming). Humor is essentially a
Climax way to make light of tragedy. It de-
Like fantasy literature itself, the pends heavily on the DM's playing
Plan for a big finale which allows elements of the story need not be style and really can't be antici-
the characters to accomplish their limited strictly to blood and thun- pated.
goals and should involve some of der action, obscure puzzle solving, Humor should arise from the sit-
the character's personal motiva- or subtle role-playing. Fantasy sto- uation. A character is shrunken
tions. This is the encounter toward ries often borrow elements from until he becomes trapped under-
which the entire adventure has murder mysteries, tales of horror, neath his helmet. A terrible thing
been leading. A wizard who is and humorous stories. The DM to happen, unless one happens to
avenging his brother's death may wish to add variety to his ad- find him pounding angrily on the
should be able to confront the mur- ventures by changing the tone of inside the helmet and running
derer while a thief who seeks a lost the game. from the head lice that didn't
magical item should find it. Suspense is created when the shrink with him.
Often it derives from the slap- particular scenario must be dealt The Linear Campaign
stick outcome of the solution to a with successfully for the adventurers
problem, such as placing glass to accomplish their mission, he may This type of game advances the
marbles on a stair to foil pursuit wish to give the PCs a second (or story through a predetermined se-
and listening to the enemies third!) chance to make a go of it. quence of encounters. The PCs
shouts as they tumble backwards Remember, a key element to the must handle the encounters as
into a pile of noisome goo. fun of campaign play is the PCs' they arise and are given no choice
NPCs are a wonderful source of ability to influence the world for where to go between encounters.
comic relief as their single- good or ill. For these highly-structured ad-
mindedness, slowness of wit, or ventures to work the DM must be
peculiar habits take their toll on Multiple Story Lines able to logically channel the PCs
the characters' patience. A tubby through his world. While this is
halfling hireling whose goal in life A good role-playing campaign easy to do for low-level PCs in
is to sample the world's cuisine usually relies on more than one dungeon-style adventures, it can
may never provide much help in story at a time. Although these be difficult in the wilderness where
combat but he's worth his weight may just be subplots of the same there is little to restrict movement.
in gold the first time he staunchly adventure, they can also be sepa-
defends his larder with a sturdy rate stories occurring simultane- The Open Campaign
sausage. ously. The working out of
characters’ personal goals is good This style of game plays down
examples. A character could be the story aspect and relies on the
Success or Failure players to choose where play will
looking for a way to remove a
cursed glove from his hand and go. Obviously this creates an in-
The temptation, when designing credible burden on the DM, since
a campaign so closely tied to a hoping an ancient temple may
give him the insight to do it. he must prepare an enormous
story, is to think of it as a novel in amount of material, "just in case." If
which the DM must guide the players The whole story line of an adven-
ture could easily be a stage in a the players like random encounters
to the make right choices in order for with monsters, the Open Campaign
the end of the story to come out as greater epic. An epic is a single
story with many linked episodes can work quite well, but if the
he has planned. Resist the DM must constantly prepare
temptation. Strongly resist the (usually more than simple encoun-
ters). The end goal of the epic is more than he needs, then DM
temptation! A DM who manipu- burnout is a likely result.
lates his players to reach his de- some fine and noble purpose, the
sired conclusion is telling those ultimate defeat of evil, saving a The Matrix Campaign
players that their actions and mo- continent from sinking below the
tivations are worthless and have waves, or founding a new nation in This is best suited to the story
no bearing on the game world. In- the wilderness. The final outcome aspect of play. It allows the DM to
stead of determining the outcome, of the epic often demands some create a detailed plot, set out a lim-
they are impotent puppets. The sacrifice on the part of the heroes ited number of encounters, and
DM might as well read them the involved. yet still offers the players freedom
novel he has brewing in his mind. of choice as to where they will go
The solution is to look ahead to Campaign Style and how to deal with encounters.
the possible outcomes, success or With the matrix campaign, the
failure of a scenario. What will be There are three
easily definable styles of campaign DM places his major encounters
the effect on the story line for each then feeds clues to his players as to
outcome? What effects will those play. Each one incorporates the
story elements that have been dis- how they might find them. By us-
outcomes have on later adven- ing character motivations or
tures? cussed thus far, and offers both
benefits and headaches for the DM NPCs, the DM can gently steer his
Allow the story to flex and players back towards the goals of
change as the adventurers move who chooses to run his campaign
along those lines. the adventure, without the attendant
through it. If the DM feels that a feelings of DM manipulation.
No game would be complete (or manner as a city, a castle, or a The truth of the matter is that de-
even playable, really) without non- dungeon. Theoretically speaking, fining characters as personalities
player characters (NPCs). Simply the DM has placed them in his takes time. Therefore personalities
put, NPCs are any characters not world to fulfill a specific purpose, are developed only as much as will
directly controlled by the players. such as running the dry goods be needed to make good game
They are encountered during the store, owning the tavern, ruling play.
course of an adventure and may the land, and so on. Chances are What determines the right
range from shedu to shop keepers, that the DM has even given these amount of development? The an-
trolls to trollops, and korred to folks names and decided whether swer lies in the NPC's importance
kings. they are young or old, rnale or fe- to the DM's world and to the plot
NPCs are fun; fun to watch, fun male. But beyond that, there is ei- lines of his adventures. Greater
to play. More than any other facet ther nothing or a generic stereo- importance means greater devel-
of design or play, they affect the typical personality. opment. Just as in the movies, not
game's sheer entertainment value. Unless the DM has unlimited every part is a speaking part. Some
If played enthusiastically, NPCs time available, he will want to re- characters just stand around to fill
can bring vibrant life to a game. strict the amount of detail he cre- out the crowd scenes—they re-
ates for each of the NPCs in his main both nameless and faceless.
Where to Start world. It would be nice to know Others exist only to fight the
each stable boy, shop keeper, or player characters. Time spent de-
In a sense, NPC monster as individuals; to know veloping such characters will be
creation is a part of both world and their fears, desires and personality time wasted.
adventure design. NPCs exist in quirks, and, when necessary, role- However, if the PCs will spend
the DM's world in much the same play them as exciting characters. any time in conversation with an
NPC, such as the local tavern A Bit of Background Producing a Past
keeper, a bandit chieftain, or a fa-
vorite informant, the DM will want The first thing to recognize is Many DMs believe that there is
to personalize that character, give that NPCs do not live in a vacuum. nothing more to creating an NPCs
him an interesting appearance, They are as much a product of background than putting together
unusual speech patterns and a their environment as anyone. a few notes and slapping the char-
personality quirk or two. Unless They have backgrounds, personal acter into place as an encounter or
the NPC is to be a key part of an ad- histories, personality quirks, and aside for his players. The rest of
venture, his background and moti- their own motivations for their the documentation and develop-
vations are irrelevant to the game. actions. The better grasp a DM has ment, they feel, will all just take
Once the DM has rounded out the on these factors, the more "real" place as the game progresses.
character as described before, he the NPCs will become in his own Unfortunately, if writing character
has enough ammo for role-playing mind. histories that are both believable
without worrying about fulfilling For example, if the PCs encounter and interesting from a role-
the character's inner needs. a stable boy who is important to the playing standpoint was that easy,
Yet when an adventure revolves DM's adventure, he could be just most DMs could readily change
around an NPC or if an NPC must another nondescript person who occupations to become
play an important part in the lives tends horses for a living, or be a professional novelists. The truth of
of the player characters, such as boy, 15 years of age, orphaned the matter is that creating character
becoming a patron or a henchman, when was young, taken in by a histories with any amount of
then that NPC deserves the full farmer and raised in an environ- variety (or that haven't been
treatment. The DM should take ment where food was scarce and clipped unmodified from a fantasy
the time to fill out every aspect of beatings plentiful. In fact, one of novel) is a task in itself. Dice tables
the character's background, ap- the beatings could have damaged could be used to generate a charac-
pearance, possessions and person- his hearing so that he yells out ter's background, but to do it right
ality. '"ey?" whenever someone speaks requires many pages of tables.
to him. He has a particular fond- The best alternate solution is
Creating Character ness for horses and will immedi- look at the character with the per-
ately befriend anyone with a spective of his environment. Ask
We know peo- similar interest, or viciously turn what could have happened to this
ple in many different ways. We on anyone he sees mistreating a character during his life. Focus on
know them by their names, by horse. His lifetime dream may be events that shaped his personality
what they look like, by their expe- to have his own stable some day, or that have some bearing on the
riences (or our experiences with and marry Eliza, the cobbler's adventure in which the character
them), and by their personalities. daughter (which is a near impossi- participates. As far as a character's
For an NPC to appear as a real bility, as she has been secretly be- parents or family are concerned,
person to the players, the DM trothed since birth to an ogress's assume that the character works
needs to know the character in son in order to lift a curse on the at the same occupation as his fa-
many ways. cobbler's wife). ther or mother.
The DM begins by deciding why Given this quick personality and
the character exists in his world. background sketch (and the fan- Personality Traits
Based on his reasons, the character tasy sidelight to the love of his life),
gains skills and abilities and, if the DM can much more accurately To effectively role-play a charac-
necessary, gains a set of character respond to questions put to the ter, a DM needs to know the char-
attributes like those of the player boy by the PCs. He has a rough acter's personality, his likes or
characters. To go beyond this stage idea of the type of information the dislikes, and the things he places
of development, the DM must boy might know and how much he value upon. For each major NPC
delve deeper into the character would be willing to share with consider the following facets of his
and into his campaign world. strangers. personality and decide which
among them will be most promi-
nent. Complex characters will Consider characters who are moti- together, twisting hair or beard,
have complex personalities. One vated by faith and live only to wiping sweat from the forehead,
personality attribute will usually serve their gods or a character ded- sneezing, coughing, rapid blinking
dominate the character's personal- icated to serving others, who and so on)? If he does, try showing
ity, such as a devotion to money or wants to make the world a better these behavioral oddities rather
being kindly, greedy, or brave, but place. Other motivation categories than telling about them.
the other personality attributes include: revenge (always a favor- Draw upon observations of other
will also affect how the DM role- ite), solving mysteries, discovering people to create realistic charac-
plays his characters. the truth about oneself, love of an- ters. The DM may wish to pattern
Determine what the character other (either romantic or familial), the appearance of a character on
holds to be most important to him. devotion to research or a profes- someone he has seen, including
When making value decisions, the sion, personal pleasure, gaining public figures, translating those
character may weigh his decisions knowledge, power or insight, striving appearances to fit a fantasy set-
in favor of what he values most. to be the best at something, ob- ting. Even so, the DM should avoid
Example: When given a choice taining a goal or sheer survival. using people known personally to
between obtaining gold and saving Motivation directly affects the himself or the players. Even a gentle
the life of an ally, an NPC who val- way a character behaves. In gen- caricature or a friend can be
ues money may choose gain at the eral, one can assume that a char- taken in a manner other than in-
cost of another's life. acter who is seeking great riches tended.
Select several key personality (greed) will behave differently than Rely on popular movies (new
features for each major NPC (such one who wishes only to serve his and old) to supply additional NPC
as greedy, kind, helpful, dull, etc.). characterization. If the DM says
god faithfully.
Decide which of the personality at- that a bounty hunter sneers like
tributes will be the most promi- Clint Eastwood, most players in-
Physical Appearance
nent and how it affects the way he stantly superimpose the actor's
is role-played. If dice tables are face over anything they have pre-
Make a few notes about the ap-
used for random generation of spe- viously imagined. As the game de-
pearance of each NPC created, re-
cific character personality attrib- velops, the DM may even find the
gardless of whether or not they are
utes, the DM should use the dice players supplying the NPC's lines
immediately important to the ad-
only as an aid to his imagination, for him, (usually quotes from the
venture. These notes can always
not as a substitute for it. actor's films). When this happens,
be embellished later as more de-
tails are needed. Make all the char- the DM knows that his character
Motivations has truly become alive for the players.
acters colorful. Avoid making
characters nondescript, unless it is
Something makes people do important that they blend in with Portraying the Character
what they do. Even insane beings background.
rarely act without a reason. When Find a peg of
Exaggerate appearances—use reality to weave the fantasy
the PCs encounter an NPC decide colorful adjectives when describ-
(if it has not already been deter- around and then hams it up! The
ing the character. Make the char- DM doesn't need to be a practiced
mined) why the character is here, acters the ugliest, the prettiest, the
and what his goals are. thespian or stand-up comedian to
most handsome or smelliest being get good drama or rib-tickling hu-
Motivations are often the charac- the PCs have ever encountered. mor out of his NPCs.
ter's reason for continued exist- Don't be stingy with detail. Are The first rule is to relax. If the
ence, the focus of their lives. The their clothes ragged and dirty, DM is self-conscious about por-
most common motivation in ad- well-mended, or even stylish and traying characters with unusual
venture games seems to be greed, new? What color is the character's accents or odd speech patterns, all
the sheer accumulation of wealth hair? Does he have any unusual his characters will sound the same
and power. However, characters possessions or pets? Does the (and will usually be more than a lit-
with other motivations might character have any unusual types
make the game more interesting. of behavior (like rubbing his hands
tie boring). Loosen up, don't worry parts in our own world. When Acting at the Table
about what your players will characters begin acting in an unre-
think. Even if the performance alistic manner, the believability of Any DM can
wouldn't get a standing ovation at their world begins to suffer. read a description of an NPC and
a comedy club, the players will enjoy In the "real" world, not everyone then tell the players what they see
it. is entirely honest. Would all NPCs and how an encountered being re-
It may help the DM to arrange for necessarily tell the truth at all acts. However, the DM who wants to
games to be held in relatively pri- times? It seems unlikely, but most make his NPCs come to life will not
vate settings where the players are beings do tell the truth, as long as tell the players about a character—
his only audience. it is in their interest to do so. A cap- he becomes that character. Years of
Second, be spontaneous. Don't tive dragon may lead the PCs on a acting classes are not required to
rely on scripts for character dialog. merry chase through the land, make a character come to life. Be
Very few things detract from a looking for a treasure that doesn't ready to improvise any motivations,
game like a DM who reads what his exist, instead of revealing that part voices, or dialogue necessary to role-
characters say. of its treasure lies hidden in the play the encounter with the player
Finally, get inside the characters next cave. Townspeople may send characters.
to be portrayed. The DM should the PCs on a false quest in order to
get outside himself and imagine rid themselves of potential public Mug it Up
how his characters would react to nuisances.
the player characters. Strive for re- Avoid overuse of popular stereo- Make faces as the character
alistic response and actions that types for NPCs. Stereotypes are of- speaks. The DM can show the
serve to advance the play of the ten overused and unoriginal character's emotions by his own
game. depictions of characters. Rather facial features. Scowl, smile, grin,
than develop fresh ideas, DMs of- snarl, curl the lips, flutter the eye-
ten rely on the images they re- lashes, pout, cross the eyes—do
Believability what it takes to make the character
member from their own early days
People, even as players. The DM needs to think memorable to the players. When
strange and fantastic people, about the types of characters he facial effects are combined with an
placed in unusual situations presents. Are they original? Are unusual voice, the character can
should behave in a realistic man- they unusual? Are all bartenders really come to life.
ner. Before the DM allows one of big and burly ex-adventurers? Is
his NPCs to make a questionable every evil wizard bent on conquest
Move Those Hands
decision, he needs to think, if given of the world? Are all merchants
the same situation, whether or not Don't get up. Remain seated.
greedy and scheming? Is every Use your hands to portray the
he would perform an action. While princess rich and beautiful or
the character might reasonably character. Think about it. Does a
every prince handsome and dar- scheming character rub his hands
make a different decision than he ing? If so, then the DM should re-
would, the DM needs to realize that together? Does a politician chop
think his cast of characters. the air with one hand while he de-
any decision that the character Stereotypes are easily forgotten.
makes will be reasonable, not irra- livers his deadpan monotone?
Make the characters memorable. Does that master thief flutter his
tional (unless the character is irra- Look for interesting alternatives to
tional by nature). fingers when he thinks of thiev-
the stereotypes. Maybe that bar- ing? Does the sergeant of the
Particularly, the DM must realize tender is a grouchy little woman
that unless strongly motivated, guard punctuate his points with a
with a grudge against big burly ex- pointing finger?
beings will not throw away their adventurers. The evil wizard could
lives nor give away their life sav- simply be selfishly self-centered,
ings to intruders. Even in a fantasy Speak In Character
totally uninterested in the world
world, the actions and reactions of outside. The rich merchant might Use different speech patterns.
intelligent creatures will not be too be a bumbling idiot whose Not everyone talks the same, even
far removed from their counter- success depends on his aides and within the same culture or geo-
assistants.
graphical region. Age and occupa- Hearing Voices with booming bass bravado.
tion can also affect speech pat- Meanwhile, make sure that
terns. A youngster will phrase his Practice funny voices and bad plenty of water is on hand to ease
speech differently than his grand- (or not so bad) impersonations of the DM's poor throat after a
father. Borrow distinctive speech famous people. Try to develop a lengthy presentation.
patterns from real life, the movies few good character voices. Then go
or television. Practice a few differ- ahead and have those eccentric Presenting Special
ent ways of speaking. Not every characters use those funny voices:
character should use the same pirates say things like "Aye, harr-r-r- Character Types
words as the DM himself. r maties" in the DM's best Long Elves will act
John Silver voice while beings un- and react differently than
Vary the volume familiar with a language stumble dwarves, who will react differently
along with stereotypical "immi- than monsters, who will react dif-
grant" grammar. Have peasants ferently than humans and so on. A
Most of the DM's delivery will be speak in broad twangy dialects, rich man might react differently
at a fairly consistent audio level. and rich folk talk in haughty than a poor one. Not all beings will
Yet when necessary for dramatic drawls. Let drunkards and mon- have the same perspective as a hu-
effect, the DM should be ready to sters mutter with slurred speech, man adventurer (or DM for that
shout (say for an effective battle while lizard men hiss out menac- matter). When acting out his char-
cry) or speak in a conspiratorial ing threats in near unintelligible acter portrayals, the DM may wish
whisper. sibilance. Ancient sorceresses to factor in the distinct back-
cackle merrily as crazed berserkers grounds of some special character
scream out challenges types.
Mundane Folk their shortcomings through the be as rare in a fantasy world as it is
perspective of a child. Local lads in our own. Money and power are
There may be a tendency for the can provide innocent hero- notable corruptors of men and
DM to role-play his "everyday" worshiping companions to would- great compromisers of even the
folk as if they were all adventurers, be heroes while jaded, sharp highest ideals. They like their
or at least ex-adventurers. They tongued street urchins might be power. Even once-good beings
seem oblivious to the fact that they foils to adventurers lost in the big who have become corrupt feel that
live in a world of monsters and city (imagine the Artful Dodger they can do more good for the
magic and take the exotic in stride: from Charles Dickens' Oliver Twist world than "lesser men." In any
"Dang dragon's in the backyard showing the PCs around while he case, this leaves the door open for
again Maw, go call us an adven- subtly relieves them of their valu- any variety of merciless or deviant
turer ta get 'im outa the cabbages. ables). personalities. Deception and evil
Do it m 'self? Lissen woman, I'm go hand in hand. Very seldom will
sortin' out spell components for Persons in Power an evil personality try to appear as
market, I cain't be bothered! Git evil to the general public (very few
yor ass back in tha outhouse and When players encounter powerful willing subjects or potential vic-
clean me scrubbages" NPCs, such as wizards, patriarchs, tims are attracted to obvious evil).
Mundane folk are the way they or nobility, the DM should keep in
are because the fantastic is not a mind that personality quirks and Demihumans
part of their everyday life (if it was, eccentricity add a great deal of
it wouldn't be fantastic). It's hard character to beings who have Nearly every DM has elves,
to make monsters frightening or attained any degree of personal dwarves, and halflings in his cam-
have great magics seem awe- power. These characters provide a paign, or similar races that fulfill
inspiring if farm folk and towns- treasure house of fun for the DM to the same function—elder, exotic
people treat such things as develop. While a stable boy might peoples who are both more and
commonplace. not differ much in personality from less than human. Unfortunately,
As a rule, make everyday folk in a hundred other stable boys, each these same DMs (and their players)
the world either suspicious, fear- of the rich and powerful are apt to tend to role-play demihuman
ful, or unbelieving of the fantastic. have a definite and distinct set of races as humans with odd physical
Magic and monsters are the prov- personality traits. Even if the characteristics. They overlook the
ince of far away lands, ancient leg- characters will have little direct fact that these beings are cultural
ends, or princes and wizards. Such contact with the movers and aliens—they are not human. They
things should be outside their nor- shakers of their world, the DM may do not think or react to situations
mal experience and therefore want to develop these personali- like humans.
something that they cannot deal ties in more detail. Considering Elves, with their incredibly long
with (otherwise there would be little that players often want to rub life spans, will have an unusual
need for heroes). shoulders more with the rich and sense of time perception, possibly
powerful than with ordinary folk. with an inability to feel any sort of
Children Even if the characters do not di- urgency. Dwarves place unusual
rectly encounter these powerful emphasis on things of value, par-
Few towns in any world will be NPCs, they will experience the im- ticularly things made of metal and
devoid of children, whether they print of their personalities. An ec- stone. Regardless of the wonderful
be the runny nosed Miller's kids in centric or insane ruler will run his dexterity that makes Halflings
a character's home town or the land much differently than a sane good thieves, they have a racial
bugbear brats in the monster one (whether for the better or the tendency to be stay-at-homes.
camp. Children are quick to point worse). Bringing spicy mustard on a picnic
out the obvious, even when adults Although its perfectly accept- lunch may be more than enough
are pretending to overlook some- able for rich and powerful folk to adventure for the average halfling.
thing (remember the tale of the be benign, loving, and caring, the As a part of his world design proc-
emperor's new clothes?). If one truly altruistic personality should ess, the DM may wish to consider
must resort to shame to motivate a
group of PCs into action, state
the attitudes of his demi-human son for existence, just like the Inanimate, but intelligent ob-
races. Ask questions about each player characters. Maybe that ogre jects can be a source of hilarity as
race. Does the race like or dislike would rather be left alone and is so they interact with the PCs in their
other races? Do they have a particular frustrated that she breaks down in single-minded fashion. Imagine a
enemy? What cultural quirks do tears when the PCs invade her lair. weapon that detects danger, then
they have? What do they wear? That evil, but lonely dragon might warns the party by sneezing
What do they eat? What do they do prefer the pleasure of talking to (loudly of course). Another magic
with their dead? What or whom do someone who doesn't immedi- item might gossip, revealing a
they worship (if anything)? What is ately run away or try to stick a character's innermost secrets to
their technological level (sticks and sword in his eye. anyone who will listen. A hack-
rocks? bronze smithing? iron forg- Like demihumans, monsters are and-slash player might find his
ing? steel working? perhaps some- usually the product of an alien cul- character's style cramped by a
thing more exotic?) Do the people ture. More often than not, monster weapon that demands formal de-
interact with other cultures or are cultures consider humans and de- corum in combat. An ESP Medal-
they isolated? Do they respect oth- mihumans as little more than ani- lion could transfer thoughts
ers' views or is there just "one true mals. Thus, they do not see a garbled by a thick Scottish brogue
way?" problem in eating humans or us- and interject its own opinions as
By establishing the cultural per- ing them like beasts. Monsters well.
sonality of demihuman race, the may have a hefty selection of per- Obviously such magic items
DM has established the basic per- sonality quirks, particularly ones must have a value that more than
sonality for most characters from that make them even more unac- compensates for their quirks, oth-
that culture. Later, when creating ceptable to society. erwise they will end up in the nearest
a demihuman NPC, he can decide Remember that intelligent mon- pawn shop faster than one can say
whether this being follows the atti- sters will act in an intelligent man- "Melfs Miniature Meteors." On the
tudes of his race or is a maverick, ner before, during, and after other hand, such items may have
going against accepted tradition. encounters. They will use their en- a wee bit of a curse that keeps their
From there, the DM can continue vironment to their advantage, in- owners from disposing of them.
to round out the character. cluding known traps, hiding
places, and other monsters. Improvisation on the Fly
Monsters
Magical Items Actually, im-
All too often, a DM will place provisation is acting or speaking
monsters in his adventures in or- Not all NPCs need to be living be- extemporaneously (on the fly),
der to give the characters some- ings. Try giving intelligence and making up things as one goes
thing to dice into hamburger (or personality to some magical items. along, something that most DMs
vice versa). Horrible monsters re- Talking swords are a familiar ex- are always doing, using a few pre-
veal their inner personalities and ample, but how about swords pared notes. But what happens
motivations by instantly attacking whose unusual personality affects when the DM needs to create and
the PCs. If the DM does give a per- their performance? A sensitive role-play a character without any
sonality to a monster, that being sword could refuse to be drawn preparation time?
will obviously be a friend or ally to from its scabbard if spoken to First of all, don't interrupt the
the PCs. The players quickly learn harshly. A timid sword would be game to make up a character. The
that if something doesn't talk, kill afraid to fight (regardless of its DM doesn't need to have the charac-
it. magical capabilities) and an ag- ter's full pedigree to give him a fair
Yet monsters are a wonderful gressive sword might exert its will role-playing treatment. Quickly
source for intriguing NPCs. With a on the mind of its wielder to press make a few notes about the charac-
little thought, the DM can make for constant combat while a rude ter, those things that are immedi-
his monsters more than ravening or tactless sword will blurt out im- ately apparent to the characters—
murder machines. Sentient mon- polite comments at inopportune physical appearance and
sters have personalities and a rea- moments.
manner of speaking, and maybe his provised as the spirit moves the Satire
name (or what he says to be his DM.
name). Like parody, a satirical character
If the DM is not comfortable Broad Characterization is used for the purpose of ridicule,
making up these items on the fly, but with the ulterior motive of re-
he can rely on dice tables, ones This means that one aspect of vealing the folly or evil nature of
that he personally creates in ad- the character dominates all of the that person's behavior.
vance. The DM should make three others. He is more like a cartoon
tables, with eight entries on each character than a "real" person. Puns
table. The first table contains One or more facets of his personality,
names for potential NPCs (like De- his appearance, or his mannerisms Called the lowest form of humor
rek the Bold, Rhonda Windslayer, are grossly exaggerated and (at least by those who don't find
Old Drayfus, and so on). The sec- inherently funny (or at least em- them funny), puns rely on a play
ond table contains roughed out barrassing). on words often implying a differ-
personalities, including personality ent meaning for the word used or
traits and behavior. The third Slapstick suggesting a word that sounds the
table is a list of appearances, in- same (a homonym or homophone).
cluding clothing, physical features This is another of type of humor
and possessions. that can develop out of the NPC's
When the DM needs an NPC de- actions. Slapstick relies heavily on
scription in an instant, he can se- sight gags (these have to be de-
lect or roll dice to obtain an scribed). This category includes
individualized NPC description. pies-in-the-face, pratfalls, ducked
Skills and other features are added punches (which hit someone else),
as needed for the NPC to fulfill his practical jokes, and zany chase
purpose. When time permits, the scenes.
DM can replace any names or
unique descriptions taken from Situational Comedy
the table.
This is the stuff of your basic tel-
Going for the Funny Bone evision comedy. The player char-
acters are placed in complicated,
Mix humor into usually embarrassing dilemmas
the presentation of NPCs whenever
involving the NPC and must some-
possible. Even if the game style is
how extricate themselves. This
serious, a bit of levity provides a
welcome change of pace (on the humor relies heavily on the inter-
other hand, don't make all the ores personal relationships between
stand-up comedians—now, take NPCs and the player characters'
my overlord. . . please). Be sponta- ignorance of those relationships.
neous with humor, but don't try to
be a stand-up comic. Unless a DM is a Parody
natural entertainer, his contrived
jokes may be inappropriate. In- Here, the NPC is designed to
stead, he should rely on the sponta- both imitate and ridicule a fic-
neity of the situations he presents tional (or real) character. In gam-
to supply the laughs. Although ing, this is commonly used to poke
some types of humor really need to fun at other forms of popular enter-
be planned out during the design of tainment, such as movies, televi-
the adventure, others can be im- sion programs, books, and comics.
A common question in the tities of earth removed and carted walls of even the most powerful
minds of many Dungeon Masters away. Further, money must be al- concentric castle will be of little or
and players is "why do dungeons located for the special equipment no use in stopping the fiery breath
exist?" In this section, we'll con- which is used to pump out flooded of a red dragon as it races over-
sider this question and then dis- areas or keep air circulating so head. Brave warriors who stand
cuss some of the most common that workers can survive. Further, ready on the battlements will sud-
settings for dungeon based games sections of tunnels which might denly find themselves exposed to
as well as giving you a few hints on collapse must be shored up and attack with only their own armor
ways to make some very unusual steps must be taken to counter the for protection
dungeons that your players are myriad other hazards unique to An underground fortification,
sure to remember for a long time to dungeon excavation. however, is shielded from such
come. aerial bombardments. If built under
Worker Safety a traditional castle, it provides the
The Disadvantages of defenders of the structure with a
Working un- place to withdraw to in the event of
Dungeons derground is very hazardous. As a catastrophic failure of their
There are a such, accidents are common surface defenses. In short, the
number of problems associated enough and workers are frequently added expense and time required
with the construction of the vast injured, disabled, or even killed. to equip a castle with an under-
underground complexes required Persuading people to work in such ground section may be well worth
in a dungeon based campaign. At an unsafe environment is not easy it if it means holding out against
first glance, each of them seems to and often requires a considerable an airborne foe who might other-
be more than adequate justifica- outlay of cash. The time lost to wise overwhelm your defenses.
tion for the abandonment of the worker injuries and the cost of
dungeon setting as wholly imprac- securing laborers for above
ground construction projects is far Magic Spells
tical. Consider the following:
less than it is for underground Another aspect
ones. of the AD&D game world which
Construction Time
was, sadly, lacking from our own
As you might Advantages of Dungeon medieval period is magic. A powerful
imagine, building a dungeon of stone wall which might otherwise
any significant size is a very time Construction hold off armies for months can
consuming process. If two struc- On the other instantly be eliminated by a volley
tures of equal size are commis- hand, the unique environment of of transmute rock to mud spells.
sioned, one built on the surface an AD&D® game world, a place pop- Other spells, those affecting the
and one underground, the surface ulated with powerful monsters and weather or unleashing similar
construction will almost certainly spell casting wizards, makes these wide scale devastation can easily
be completed first. The reasons for disadvantages not only tolerable, shatter the sternest of stone fortifi-
this are manifold, but center pri- but utterly insignificant. Again, cations.
marily on the difficulty of working consider the following factors: An underground fortification,
beneath the surface of the earth. while not wholly immune to such
Aerial Attacks attacks, is much better able to de-
Expenses In our own his-
fend itself against them. While
Just as under- spells like earthquake and trans-
tory, the concept of aerial attacks
ground construction is a time con- mute rock to mud are still able to
has only recently become a prob-
suming process, so too is it an wreck havoc on dungeons and cat-
lem for military engineers. In the
expensive one. In addition to the acombs, it is much harder to direct
middle ages, it was unheard of. In
normal costs for an above ground and target your attacks when the
the AD&D game world, however,
structure, complexes built below structure you are firing on is hid-
flying creatures or warriors pose
the surface must have large quan- an ongoing threat to security. The den beneath the surface.
Defensibility of potential weapons and strate- construction of underground com-
gies for use in assailing castles and plexes beneath the traditional Eu-
Castles, and
similar structures. These weap- ropean castle. If your castle
other above ground structures,
ons, or siege engines, include the defenses fail you, either due to tra-
can, as a rule, be attacked from a
ram (for battering down doors, ditional tactics and weapons or to
number of sides. Even structures
gates, and walls), the catapult (for spells and monsters, an under-
which are built on lakes, beside
hurling projectiles over the walls ground complex gives you a place
mountains, or in other secluded or
of a-castle), and the siege tower (a to retreat to. Here, in the safety of
protected areas are not wholly in-
mobile structure which allows at- your dungeons, you can sally forth
accessible. As such, the defenders
tackers to scale the walls of a cas- to harass the attackers or simply
are forced to split their forces along
tle). The tactics employed ranged hold your own and wait for the cav-
every possible exposed surface lest
from undermining (a slow, but ef- alry to arrive.
the attackers overwhelm their de-
fective process of removing the
fenses in some area.
earth that supports a wall and us- Other Underground Structures
Underground structures, even
ing explosives to bring it down) to
those with more than one en- Of course, not
storming (an all out assault on the
trance, can still expect attacks to all dungeons are designed and
defenders).
come from only one direction: built as military complexes. In
above. The net result is that fewer In attempting to tackle an un-
derground complex, nearly all of fact, many of them are not de-
defenders are required to keep an signed and built at all. There are
the traditional tactics and weap-
area secure. On the other hand, if numerous examples of natural
ons fail utterly or are, at least, re-
you choose to maintain the same caves and cavern formations
number of defenders, you can duced to minimal effectiveness.
which can serve as dungeon set-
greatly increase their effective- Rams, while they might allow you
to break through a gate on the sur- tings.
ness. Underground fortifications
require a would-be attacker to ex- face, leave you faced with the prob-
lem of charging headlong into a Mines
pend far more troops in any at-
tempt to overrun a defending well defended, and possibly Nearly every
force. trapped, corridor to reach the for- intelligent race conducts some
Some may point out that there tress beyond. Catapults and siege form of mining operation to obtain
are a number of burrowing crea- towers, while excellent at over- metals, gems, or important miner-
tures, like xorns or purple worms, coming high stone walls, are ut- als. Some of the more sophisti-
terly useless against underground cated races and cultures have even
which pose threats to all sides of a
complexes.- Storming an under- been known to drill for oil using a
catacomb complex. While this is
true, it is important to remember ground structure requires that you variety of techniques which are
that these creatures are, fortu- attempt to fight your way into it amazingly advanced.
nately, few and far between. Fur- through the few, heavily defended, Mines can easily be converted
ther, they are seldom, if ever, entrances; an action certain to cost into settings for dungeon adven-
you dearly in troops. And mining, tures. In many cases the mines
marshaled into a coherent fighting
force. In fact, even if this was not which is still effective as a means will have been abandoned by their
the case and someone managed to of gaining entry into a dungeon, creators, while in others they are
assemble an army of xorn war- simply creates another entrance still operated and the characters
riors, they would be just as danger- which, after the initial surprise has must assume the role of tres-
ous (if not more so) to an above worn off, can be as well defended passers or hired trouble-shooters
ground fortification. as any of the others. who have been called in to deal
with a problem in the shafts.
Refuge Mines might be abandoned for a
Traditional Siege Tactics number of reasons. The ore they
Years of experi- Even if the
were built to exploit may have run
above thinking is discounted,
ence in the field has provided mili- out or been depleted to the point
there is yet another reason for the
tary commanders with a number where the mine is no longer profit-
able. Of course, the mine may still search of food and prey. When vern is easy enough to under-
have exploitable ores in it or un- these creatures pass through an stand. Limestone is a very soft
tapped veins which are just beg- area, they leave behind them a net- type of rock which is easily eroded
ging to be found by adventurers. If work of tunnels and, on occasion, and altered by running water. In
this is the case, the original owner chambers. addition, rain water (which is more
of a mine is more than likely to pop While many races, dwarves in acidic than ground water) can rap-
up again and demand his fair (or particular, are too proud to make idly break down areas of limestone
unfair) share of the take. use of caverns which they did not which it comes into contact with.
Some mines may have been manufacture themselves, others Over the course of centuries, the
abandoned while still profitable. A (like goblins and kobolds) will ea- ongoing action of the local water
complex which constantly floods gerly seek out these "ready made" supply simply carves its way into
despite all efforts to prevent or dungeons and move right in. Of the heart of the bedrock.
cope with it may well be consid- course, from time to time they find Limestone caverns are often dif-
ered too dangerous or too much themselves claiming sections ficult to explore, having narrow
trouble to work. A mine which ac- which have not been wholly aban- passages, steep inclines, and areas
cidentally breaks into the lair of an doned by the creatures who fash- which have been blocked by cave
underground creature (a nest of ioned them. In these instances, ins. Entrance to such complexes
carrion crawlers, for example) they are forced to either abandon can often be gained through the in-
might well be shut down tempo- the complex (possibly returning to lets which have been carved by
rarily until a group of heroes or claim it at a later time) or attempt running water (often a tight fit) or
members of the local military can to drive off or slay the monster. As a by descending into a large cham-
be sent in to deal with the problem. rule, they will opt for the former ber whose ceiling has collapsed to
While it is important to remem- tactic unless special circumstances create a sinkhole in the surface
ber that mines in the feudal period dictate otherwise. above it.
which most AD&D® games take Over a period of time, the water
place in are far more sophisticated Natural Caverns which formed a limestone cavern
than the average person would ex- may dry up as the climate
pect, they can quickly degrade and There are nu- changes. In such cases it is not un-
become dangerous when unmain- merous types of caverns and cave common to find small streams,
tained. If systems which once kept complexes created by nature with- springs, and pools within caves
air circulating no longer function, out the aid of living things. These which are in otherwise dry regions
are found around the world, in a
the depths of the mine may of the world. In addition to under-
quickly become low on oxygen or variety of environments, and pro- ground pools, streams, and rivers,
even fill with toxic or explosive vide easily available housing to limestone caverns are noted for
gases. Without continual pump- any number of intelligent and un- numerous other distinctive fea-
ing, many mine complexes intelligent races. Many creatures, tures, most of which are formed, in
quickly fill with ground water to like the piercer, have evolved in one way or another, by the action
the point where they are impass- this type of an environment and of natural water.
able to those unable to breathe un- are utterly helpless outside of it. Stalactites and stalagmites, the
derwater. most well known type of forma-
Limestone Caverns are one of tion, are conical pillars of mineral
the more common types of natural deposits formed by dripping water.
Animal Burrows dungeon complexes which adven- As the water evaporates, it leaves
Another artifi- turers will encounter. Limestone behind foreign matter which has
cial type of cavern is the animal caverns are found in areas where dissolved in it. As the centuries
lair or burrow. Many creatures in the bedrock is composed of lime- pass, these traces add up to form
the AD&D game universe, like the stone, dolomite, or marble, and large projections. The color of
xorn, purple worm, or umber hulk, where there is abundant ground- these features is dependent wholly
spend most of their lives burrow- water or rainfall. on the type of minerals which com-
ing through earth and rock in The formation of a limestone ca- pose them, but can range from
gray to brown or even to red or simple enough, the repeated of molten rock, a circumstance
white in unusual cases. crashing of the surf and tidal which is certain to be instantly fatal.
Other features common to a action of the sea has worn down In fact, even sections of rock
limestone caverns include draper- the rough surface of the rocks in which have cooled enough to sup-
ies, flowstone, and the rare, but the cave and prevents any unusual port an adventurer's weight may
fabulous, gypsum flowers. Draperies rock formations from evolving. still be hot enough to cause severe
are formed when a sheet of running burns. Rocks formed by volcanic
water evaporates, leaving behind Lava Caves are, perhaps, the action may require several days to
a rock formation that resembles a most unusual type of cavern found cool completely.
ruffled curtain. Flow-stone is a by the average explorer. Located
formation which has the only in regions of current or past Faulting is a process which,
appearance of a terraced stream of volcanic activity, lava caves are while it does not create whole cave
oozing sludge. The last, and most created by the flowing and cooling complexes, can open up some very
beautiful of these formations, is of magma which rises up from large chambers in the earth's
the gypsum flower. Delicate and deep within the earth. Because of crust. Faulting is caused when one
crystaline, these rare structures the unusual way in which they are section of rock breaks away from
give every cave explorer pause to formed, many lava caves are com- another. Caverns formed in this
wonder at the elegance of nature's pletely cut off from the surface manner can be quite large, but sel-
handiwork. world. They will be discovered dom have any other chambers or
only by a deliberate excavation to tunnels associated with them (un-
Sea Caves are another common search for such chambers or by an less they have been expanded by
form of natural cavern complex. accident which breaks into them. artificial means).
Sea caves are found in coastal re- As a rule, lava caves will not Cavities of this nature make
gions where the action of the have the unusual features good camp sites for a band of
pounding surf has broken away associated with limestone caverns, travelers, but also serve as
sections of a cliff face. As a rule, sea but will more closely resemble comfortable homes for many
caves are much smaller than lime- the smooth interiors of sea caves. varieties of monsters and animals.
stone caverns since the energy of This is due to the fact that the
the surf which forms them dissi- lava which forms the cave in the Unusual Dungeons
pates rapidly as the cavern grows. first place is molten and tends to
It is not uncommon for sea caves settle and cool without forming The examples
to be partially filled with salt water sharp edges or large presented above are intended to
as the ocean actually reaches right outcroppings. In fact, one of the provide a dungeon master who is
more common features in a lava planning to run an underground
into them. In fact, more than one
adventurer has been caught and cave is the "tube", which is formed campaign with a variety of set-
drowned in a sea cave when the when the outside of a stream of tings which will be more or less fa-
magma cools into a shell and forms miliar to the players. One
coming of high tide brought water
surging into the cave, flooding it a pipeline for the lava within it. In drawback to such dungeons, how-
completely. As a rule, however, many cases, long sections of the ever, is that they can become trite.
tube will end up empty, creating a After all, characters who spend
tidal surges come on gradually
enough for the typical explorer to smooth passage which is very most of their time in sea caves and
anticipate them and leave the sea circular in shape. limestone caverns will probably
cave before being placed in any Persons exploring lava caves long for a change of scenery from
great danger. must be very careful to take pre- time to time. The following section
cautions against potential expo- is meant to provide a referee with
Unlike limestone caverns, sea
sure to magma or freshly cooled some ideas for a change of pace.
caves are not marked with any
rocks. In many cases, pools of lava The basic premise which we
great natural formations. In fact,
are hidden beneath thin shells of have followed so far assumes that a
they are very smooth and often
cool rock. Those trusting the rocky dungeon complex is formed either
seem almost artificial in their con-
crust with their weight will soon by man, nature, or animals as an
struction. The reason for this is
find themselves bathing in a pool
underground structure. But what sheets of lava boiling across a re- into an otherwise fairly common
happens if we take a building gion, instantly covering it in rock medieval setting. Just as magic
which was intended to stand on the as it cools. In addition to lava, of can make many common things
surface, and then turn it into a course, volcanoes are known to wondrous, so too can it make ordi-
dungeon? Here are a number of unleash rivers of mud which, nary settings into exciting
ways in which otherwise normal when it dries, can also encase cities dungeons to test the metal of your
buildings can be converted into or villages in stone or hard earth. bravest knights and most pious
subterranean complexes just beg- Even volcanic ash, powdered priests.
ging to be explored by adventurers. stone created by the mighty living Powerful magicks can be used to
mountain, can entomb whole create dungeons of unusual nature
Sand Storms: In the myths and cities. Over the years, it too will or serve to guard them with unnat-
legends of many cultures dwelling harden into stone. ural defenders. Of course, the mag-
near or amid the sands of a great Perhaps the most well known ical powers of priests and druids
desert, there are tales of mighty example of volcanic entombment should not be discounted here.
sandstorms. In regions of the is the buried city of Pompeii. Consider, for example, the section
world where the desert is particu- on overgrown jungles above and
larly prone to such tempests whole Overgrowing: Far less dramatic then imagine a druid's hand in the
cities have been known to vanish than volcanism, overgrowing is a background. What was once a simple
from the face of the earth. natural process found in many patch of brambles might grow into
The cultures in and around the parts of the world. It takes place a deadly labyrinth guarding some
Sahara Desert in North Africa are when a building or village. in a ancient druidic secret.
filled with stories of cities "swal- heavy forest or jungle region is
lowed up" by the blowing sands. abandoned by its owners for some Above Ground Dungeons: While
reason. Over the years, the jungle this may seem to be a contradic-
Silting: On the opposite end of vines and plants, which were kept tion in terms to the novice referee
the spectrum, we have silting. In at bay only by the actions of the in- or player, it is not. In our own his-
order to have a dungeon created habitants, return to the area. In a tory there are numerous struc-
by silting, a region must be flooded fairly short period of time, the jungle tures which make excellent
by rising waters and left sub- may become so thick that it is dungeon settings just as they are.
merged for an extended period of almost impossible to pass through For example, we don't need magic
time. As the years pass, sediment it. Dungeons formed in this man- or volcanic eruptions to turn the
carried in the water begins to col- ner are still above the surface of Great Pyramids of Egypt into
lect around the structures and, the earth, but are so cloaked in dungeons. The myriad tunnels
eventually, they will be completely vegetation as to be unreachable by and chambers built within these
covered by mud and debris. Then, all but a few means. Once inside a ancient structures are as challenging
as the climate changes or is al- structure which has been over- to explore as any underground
tered, the water recedes or is grown, adventurers will find them- complex.
drawn away. If enough time has selves able to exit only by those There are other examples from
passed, the silt covered buildings few openings which remain in the our own history which might be
will look like nothing more than foliage around the building. classed as dungeons. The pueblo
mounds of earth. Anyone who Examples of overgrown struc- cities of many American Indian
takes the time to dig a little deeper, tures in our own history which tribes might make good dungeons,
however, will learn the truth. might make superb dungeons are as would any number of monas-
the Aztec and Mayan cities found teries or similar structures built
Volcanism: Volcanism is a won- in South and Central America. for isolation.
derful tool for transforming above
ground structures into under- Magic: Of course, the thing which
ground dungeons. Perhaps the makes the AD&D® game world
mightiest natural force known to more than just a history lesson is
man, a volcanic eruption can send the introduction of magic
The environment, both physical still feel a sense of wonder and a little that you are planning to use one
and psychological, which charac- tingle of fear. It's that little tingle and then justify it ahead of time. If
ters are confronted with beneath that a good dungeon setting can the party is constantly reminded of
the surface of the earth is as much a rekindle in all of us. the creaking timbers holding up
hazard to their lives as the mon- the dungeon ceiling and are pelted
sters who dwell there. There are Isolation with minor rockfalls from time to
numerous examples of adventuring time, then a big cave-in behind
Perhaps the them will seem more like a stroke of
parties who could overcome almost
most dramatic psychological as- good fortune ("At least it didn't fall
any monster which the forces of pect of a dungeon quest is that it
darkness might hurl against them on us!") than a plot device.
places the characters in a situation Another means of inducing
being killed by a massive tunnel where they are cut off from the rest
collapse or suffocating as a raging physical isolation, that of an inten-
of the world. In some cases, this tional barrier which is obviously
dungeon fire stole the oxygen sense of isolation is founded sim-
from their lungs. In this section, we sprung on the players like a trap,
ply on the knowledge that they has its own unique advantages. By
will examine life underground and have traveled several hundred
give you, the dungeon master, a the same token, it has its draw-
yards beneath the surface of the backs in the dungeon and must be
few interesting insights on the evils earth and are not likely to encounter
lurking there. used with care.
anyone else here. At least, not If an iron portcullis comes crashing
anyone who doesn't want to use down behind the party, it must be
The Psychological them as target practice or the main there for a reason. In all probability,
Environment course at a monster buffet.' such a trap is set up ahead of time
In other cases, the sense of isola- by a band of raiders (goblins,
Dungeons and tion may be reinforced by a physical
other underground complexes kobolds, or whatever) who plan to
barrier which impedes not only any ambush passers by as soon as it
touch a note deep within all of us. chance of rescue, but any chance
There is a certain fear or uneasi- falls. While the characters have
of a quick escape. Examples of their attention turned to the gate
ness associated with subterranean physical isolation techniques
realms which even the bravest ex- which has just slammed loudly
might include a cave-in which into place, they are attacked by the
plorers must admit to at some seals off the route which lead the
point. raiders. Simple enough.
party to this point or a series of In other cases, the gate (or what-
Think back to when you were a iron gates which have slammed
child. At one point or another, each ever isolation mechanism is being
shut behind them. employed) will be unleashed by
of us found our own "dungeon". When we are dealing with physi-
Maybe it was a narrow fissure in someone with more in mind than
cal isolation and the means by simply robbing the party. As soon
the side of a cliff near your home or which the dungeon master inflicts
the basement of an old, abandoned as the party enters the sewers un-
it upon his players, it is important derneath the Tower of the Mad
house on the outskirts of town. to avoid obvious plot devices and
Whatever it was, there were only Wizard he might drop iron gates
wild coincidences. For example, and wizard lock all the exits to
two things about it that you were having a cavern collapse behind
sure of: first, that it was full of keep them from leaving so that he
the party without reason simply to can play cat and mouse with them.
ghost or monsters and second, trap them in the dungeon is gener-
that you weren't about to go in In cases like this, the characters
ally a bad move. In addition to be- should be made aware that not
there alone. ing an obviously engineered plot
Now, of course, you can look only are they now isolated from
device, it detracts from the suspen- the outside world, but also that the
back on the incident and smile. sion of disbelief which is vital to
There probably weren't any mon- bad guys know exactly where they
any game. are. Try this the next time to you
sters in there after all and maybe Of course, this doesn't mean that
you even got the courage up to ex- want to watch a party of powerful
you can never use such a device in characters overcome with fear and
plore it one day. But, when you your plots, simply keep in mind
think back to it today, I'll bet you apprehension.
Alienation
Another aspect
of the dungeon style adventure is
the fact that it forces the charac-
ters to confront an environment
which is quite alien to them. There
are numerous hazards which exist
underground and not on the sur-
face world. Although any of these
hazards might be easily dealt with
and discounted in a more familiar
setting, the fact that they all exist
simultaneously in the vast reaches
of the underground can be quite
overwhelming to a character.
Examples of the ways in which
an unfamiliar environment can
disorient or confuse a character
are unending, but here are a few of
the most common ones:
Keeping Track of Time is very
difficult in a dungeon. On the sur-
face, in their homes, characters
could depend on a faithful grandfa-
ther clock or hourglass to mark the
passing of the day. While miniatur- you, like the twisting tunnels of a The Home Field Advantage
ized watches might be available dungeon, it is all but impossible for
This is a term
from the finest dwarven crafts- the average person to keep track of
which we can use to describe the
men, they are not common by any their compass points. Of course,
culmination of a party's sense of
means. Waterclocks or hour- there are means by which this can
isolation and alienation. In short, it
glasses, while they will keep excel- be overcome (a magnetic compass,
boils down to this: the monsters
lent track of time if left undis- for example) but these can be
and inhabitants of the dungeon
turbed, do not function if carried in a fooled or destroyed.
know every passage and crawlway
backpack or subjected to numerous Other traditional means for de-
in their subterranean mazes, but
shocks. Even the ages old skill of termining position and heading,
you don't. Even races of otherwise
knowing the time based on the such as taking a bearing on the
insignificant creatures, like gob-
elevation of the sun fails you when sun, moon, or stars, fail when far
lins or kobolds, can employ this
the sun is hidden from view by half beneath the surface.
knowledge to misdirect explorers,
a mile of bedrock. Obviously, being forced to resort
set up deadly ambushes, or lure
The inability of the players to to "seat of the pants" mapping can
their enemies into lethal traps.
keep track of time with any degree force the party to make "best
Perhaps the best way to use this
of accuracy can be a very useful guess" maps which may or may
in a game is to arrange for a party
plot device; especially if they are not be accurate enough to save
of explorers to stumble into am-
on a mission where time is of the their lives when everything hits
bush after ambush as they travel
essence. the fan. It's this kind of uncer-
through a dungeon. At each turn,
Sense of Direction is another tainty that has resulted in more
a volley of darts or arrows flies at
easily disrupted thing which most than one party of dungeon delvers
them to inflict minor damage.
of us take for granted every day. In developing an acute case of para-
When they rush to the counter at-
an environment which is new to noia.
tack, however, they find nothing
left to fight. The fiends have used
their skills and knowledge of the
tunnels to evade their attackers. campaign. In a dungeon, where Man made structures, on the
Another possibility is the suicide the choice of actions is usually far other hand, are more dependent
squad. Here, a small group draws more limited, they may feel more on regular safety checks and up-
the party's attention and then in control of the situation and better keep. Without such close atten-
flees, hoping to lure the characters understand what is going on in the tion, they can quickly become
into a hot pursuit. After numerous game. unsafe to travel in.
twists and turns, during which the If the referee decides that an area
dungeon delvers almost overtake The Physical Environment is generally safe to travel in, con-
their foes on several occasions, the sideration must be given to the
players find that they have been Now that we possible actions of the party. For
tricked. They have followed the have examined a number of factors example, a length of an abandoned
bait and are now in a very danger- which can contribute to making a dwarvish mine might normally be
ous situation. Perhaps they now dungeon exploration game mysteri- fairly rugged, but how will it stand
ous and memorable, lets look at the up to a wizard's chain lightning
face an army of creatures who sur-
physical hazards which a party of spell?
round them on all sides or they
adventurers is likely to encounter Of course, cave-ins can also be
have been lured right into the lair beneath the surface of the earth. Al-
of a very powerful monster. What- engineered by adventurers or
though each of these could be incor- dungeon denizens as a means of
ever the end result, they have been porated into every single dungeon
tricked because they did not know attack. This can be direct (drop-
adventure which you referee, it's ping the roof on the victims) or in-
the area nearly as well as the crea- probably better to hold off on them
tures who inhabit it. direct (dropping it behind them to
and use each one only when it's ap- cut off escape routes), depending
propriate for the plot or setting. For upon the goals of the ambushing
Controllability example, if you have decided that party. Such traps must be rigged
This is another portions of your Haunted Mine are with great care, however, as there
factor which deserves to be men- going to be filled with explosive gas, is always the chance that an artifi-
tioned at this time as it is one of the then there's no need to also have it cial cave-in may get out of hand
best "selling points" for a dungeon subject to violent geological tremors and bring down whole sections of
based campaign. In short, the and earthquakes. Save the other un- the complex, possibly even killing
point we need to make is that the usual features for a game in which those who set up the trap.
dungeon master has a great deal of they are better suited to the environ-
control over the actions of his players ment. Darkness
in an underground campaign. In a
campaign set above ground, in a city Cave-Ins By the far the
for example, the players can opt to most common and easily coun-
Perhaps the tered hazard in the typical
move in any direction and pursue most familiar of all the hazards
courses of action wholly dungeon is simply that fact that
which characters are likely to it's pretty dark down there. Most
unplanned for by the referee. encounter as they explore the
While this is not totally eliminated referees don't go out of their way to
depths of the earth, cave-ins can remind players of this fact, and it's
in a dungeon setting, it is greatly be very dangerous. In most re-
reduced. generally ignored in the average
gions of the average dungeon, game. But let's take a moment to
Of course, this feature of a cave-ins will be rare. This is due
dungeon campaign not only makes consider how we can use this
primarily to the fact that older sub- dreadful darkness to our advan-
the referee's job a little easier, it also terranean structures of a natural
makes things easier for a new player tage in brightening up our adven-
origin tend be fairly stable. Those tures.
to understand. A novice gamer can that are not collapse early on in
often be left confused and The first thing to consider is sim-
their development and are, thus, ply this; we know it's dark in a
overwhelmed by the multitude of not usually around long enough to
choices available to him or her in dungeon, and that's why charac-
turn into dungeons. ters will have torches or lanterns
a city or wilderness
with them. A very wise thing to do, the most dangerous aspect of introduce a raging fire or magical
of course, but there are inherent dungeon flooding is simply the spell to deplete the oxygen in an
problems with torches, lanterns, fact that there is no way to escape area. In fact, it may not even be
and other forms of light. The most the water. In such a confined necessary to use such drastic
obvious of these is the fact that space, every alcove and hiding means to place the characters in a
light in a dungeon draws attention place will be filled by the rising low oxygen environment. If an
the way it draws moths in the wil- tides. Characters unfortunate area is poorly ventilated, the rapid
derness. There is no better way to enough to be caught in such a haz- exertion of a combat with some
advertise your presence to the in- ardous situation may find them- monster may force their bodies to
habitants of a subterranean realm selves fighting for their lives attempt to metabolize more oxy-
than by casting bright light about against the merciless elements. gen than is available.
for all to see. And make no mis-
take, while the light may only pro- Oxygen Fires
vide you with good vision for a few
yards, it can be seen at much As everyone In most natu-
greater distances. To a great many knows, the vast majority of living ral dungeon complexes there are
monsters, a light in the distance is creatures require oxygen to sur- few, if any, sources of combustible
like a beacon that says "free food - vive. Sadly, the dungeon environ- materials and, thus, fire is not very
all you can eat - come and get it". A ment is often lacking in this very probable. In the majority of man
good way to remind characters of element. As such, travel into re- made dungeons, however, there
just how dark it really is in a gions in which there is little or no are often wooden supports and
dungeon is to extinguish their oxygen available can be quickly fatal similar items which can ignite. In
lights every so often. This can be to the average team of adven- fact, the danger of combustion in a
done with a cloud of steam from a turers. coal mine is one hazard that must
geothermal hot spring or a gust of Of course, not all regions of an be carefully considered before en-
wind racing along the corridor underground complex will be in tering into such a region.
from some mysterious region up this condition. In fact, the vast ma- The greatest danger presented
ahead. As often as not, in fact, it jority of underground realms are by fires in a dungeon is not the
can be accomplished with a simple ventilated enough to allow air for flame itself, but the fact that it rap-
darkness spell cast by some magic respiration as long as unusual cir- idly consumes oxygen. The larger
using monster. cumstances (such as a fire) do not the fire, the faster it burns off the
deplete it in a rapid manner. oxygen, and the more dangerous it
Dungeon Masters should use ox- is to adventurers. Of course, when
Flooding ygen starvation carefully, as it re- the oxygen is gone, the fire will be
Many under- quires that the party be in a region extinguished.
ground chambers, especially with no access to fresh air. Since Another dangerous by-product of
those created by water, like sea they have almost certainly gotten an underground fire is the smoke
caves or limestone caverns, often into the area by walking, there is that it can create. In areas of poor
have standing water in them. In obviously an open passage to the ventilation it can quickly fill entire
some cases, it may be only a trickle surface which will allow some air chambers. Because of its heavy car-
or a stream while in others it may flow. bon dioxide content, smoke can be
be a raging river. In addition, the In order for the lack of oxygen in just as deadly as any poison gas un-
level of water in a cave can an area to become life threatening, leashed by an enemy.
change with the passing of time. this connection with the surface
Sea caves, for example, may be world must be severed. This can Noxious Gases
regularly flooded by the rising tide be done with a cave-in or similar
physical barrier which actually Many subter-
while the river running through a
blocks off the air supply. If this ranean regions, especially man
limestone cavern may overflow its
does not fit in well with the plot of made complexes like sewers, are
banks every spring with the thaw-
the game, the referee may wish to filled with noxious gases. While
ing of a near by glacier. Perhaps
these are not actually deadly, they
can be quite overpowering and Explosive Gases them due to hypothermia (a dan-
make breathing difficult and dis- gerous reduction in body tempera-
Even more ture).
tasteful to adventurers.
dangerous, perhaps, than toxic The dungeon master can use the
Dungeon masters can introduce gases, explosive ones can lurk un-
noxious vapors from a wide variety exceptionally cold waters of the
detected until a party of adventurers typical dungeon setting to great
of sources. Rotting garbage, for wanders in with an open flame.
example, can produce a stench advantage by forcing characters to
Once ignited, they release vast pass through deep streams or punt
which is so overpowering to the av- amounts of heat, light, and energy
erage human as to induce gagging their way across a wide lake, all
in a sudden violent chemical the while struggling to avoid the ill
or even vomiting. The stinking reaction—that is, they explode.
cloud spell is another classic ex- effects of immersion in cold water.
Tb make matters worse, many In many cases, numerous water
ample of this type of gas, this can explosive gases are toxic or nox-
be introduced by the characters to crossings may be required to reach
ious, compounding the danger of a party's objective, each of which
battle their foes or even released encountering them. In regions
by a party of monsters lead by a presents fresh hazards to the al-
where coal or oil is common, ex- ready chilly explorers.
spell caster. A third fine example of a plorers are prone to encounter
source of noxious vapors is the Attempts to counter the cold, by
pockets of methane (natural gas)
troglodyte lair. As these vile crea- warming oneself before a camp fire or the
which is toxic, explosive, odorless,
tures often secrete a very offensive like are all well and good, but have the
and colorless. A more lethal com-
smelling oil, the caverns which disadvantages of aerating a light (thus
bination would be hard to image!
they dwell in is apt to be thick with announcing your firkin presence to
Referees should use all forms of
its scent. A modern example of everything in the area) and using oxygen
gases (toxic, noxious, and explo- to feed the fire (thus making your own
noxious vapors would be tear gas. sive) sparingly. If they are too fre- breathing supply more limited). The
quently encountered, players will
players will have to weigh the risks and
Toxic Gases no longer be shocked by their ef- benefits of this course on their own.
Far more dan- fects. Remember, the most impor-
gerous than their noxious cousins, tant thing in any game is
excitement and entertainment, High Temperature
toxic gases are able to cause injury
and harm to those who breathe both of which are diminished if On the other
them. In many cases, toxic gases gimmicks are overused or predict- end of the spectrum, there are
will carry a distinct odor which able. subterranean realms in which cold air
may allow characters to detect and water are not likely to become
them before they reach dangerous Low Temperature problems. One seldom catches a '
concentrations. In other instances, chill, for example, from attempt- fi
Many dungeons ing to wade through a pool of water which
however, they may be utterly are prone to being both cold, be-
odorless and colorless. In the latter has been heated to near boiling
cause they are shielded from the temperatures by geothermal activity.
case, the party may be overcome by sun's rays, and damp, because
the fumes before they are able to On the other hand, anyone in such a
they have vast quantities of water situation is certain to be badly burned.
react to them. in them. Although this condition
Of course, the most common Geothermal heat is found in
may not immediately become an many forms. Most commonly it
means of detecting odorless toxic obvious threat to the lives of the
gases is with the aid of a small manifests itself in hot springs and
characters, it can make them quite geysers of steam. In more exotic lo-
songbird in a cage. As these fragile uncomfortable and, if left uncoun-
creatures are far more sensitive to cales, it may be found in the form
tered, can prove fatal. of a stream of molten lava or a boil-
toxic gases than humans or demi- The rivers and streams found
humans, they can act as early ing lake of magma. In the latter
underground are notoriously cold,
warning devices. In short, if the often just warm enough to avoid
bird dies, get out of the area freezing, and can quickly disable
quickly! anyone forced to spend time in
case, the air is apt to be thick with with the dead scout. Just as the ko- confused and often wholly incor-
brimstone, a noxious (or even bolds release a second volley, one rect maps. As a rule, such occur-
toxic) vapor. of the players looks around and ances are more of an annoyance
Dungeon masters can use geo- says "something's happened to than a physical hazard.
thermal heat sources in much the our scout!"—Famous last words. In extreme cases, dungeon mas-
same way that they use pools of ters may decide to place a large
bone-chilling water. A party may quantity of very powerful load-
have to find some way around a Loadstone stone in a dungeon. The most obvi-
stream of bubbling lava or through a Some areas of ous effect of this is that its
plume of superheated steam in the underground may hold de- magnetic field is so strong that it
order to reach the climax of the ad- posits of magnetic ore known as can immobilize characters in
venture. loadstone. Although such areas metal armor or with metal weap-
are normally safe to travel ons. Any alloy which is subject to
through, large outcroppings of magnetic attraction may be
Line of Sight such ore can be dangerous. The yanked from the adventurer's
Because of the mining of loadstone, however, can grasp and pinned to the surface of
twisting nature of the passages be very profitable and will often the deposit. Encounters with load-
which make up many dungeon cause numerous mines to spring stone veins of such intensity
complexes, it is often easy to lose up in areas where it is discovered. should be very rare indeed.
sight of other party members. In The most common use of magnetic
fact, it is easy to lose sight of al- ores in a dungeon setting is as a
most everything. Remember that hindrance to mappers. In games
there is usually no light beyond which allow characters to
that which you have brought with purchase or acquire magnetic
you and the area just around the compasses, even a small deposit of
next corner is shrouded in abso- loadstone will be enough to cause
lute darkness. dungeon delvers to produce very
The inability to keep sight of
party members who leave the
main group makes the job of scout-
ing very dangerous. As soon as
you are out of sight, you're on your
own. With luck, you'll be able to
call for help if something attacks
you, but you can never be sure.
A skillful dungeon master can
use this factor the same way many
television shows use actors with-
out speaking parts. For example,
Johndar the Thief is sent ahead of
the part to watch for traps and act
as a scout. Because he is elvish, the
players decide that his infravision
will be useful once he is far enough
ahead of the party to avoid the
glare of their torches and lanterns.
Sadly, Johndar is cut down by a
volley of arrows from a hidden
grotto full of kobolds. A few sec-
onds later, the party catches up
In the section that follows, we In addition, we have not "aged" plored the caves, they also took
have provided you, the dungeon the dungeons. We have left out any care to clean out anything danger-
master, with an assortment of un- mention of the monsters which ous which might have been living
usual dungeons. Each of these is have now moved into them or the there, like giant rats or spiders. In
presented in a standard format spirits which roam their halls in the end, the caves belonged to the
and is intended to make your job search of living spirits to feed on. goblins.
easier. After all, if there's one thing Each dungeon master will be able Over the years, the goblins came
a DM never seems to have enough to set up his own unique encoun- to love their new homes. It seems
of, it's preparation time. ters when he uses the generic com- that they have everything they
plexes we have provided here. need to survive and prosper. The
Dungeon Descriptions Thus, even if two dungeon master's water is fresh and full of fish, fun-
Each generic dungeon is pre- make use of, say, the great pyramid gus grows easily in the dark, damp
sented in a forced perspective view map, you can bet that their corridors, and there are a number
which allows the dungeon master to dungeons will be greatly different. of human towns in the woods near
get a better feel for the area than he by to act as targets for raids. All in
would with a standard top view It's up to you now...
What do you need to do to get a all, it sounds like goblin paradise.
map. In this format, you can better Now, how will we get the adven-
judge the relationships of objects in dungeon ready for use? Well, first
you'll have to decide how it fits turers to go there? That's pretty
three dimensions and provide your easy to figure out if you just take
players with more vivid descrip- into your campaign and think
about its history for a little bit. the information you already have
tions of the areas they are exploring. and follow it through to its logical
The first section of each generic Let's assume that you have de-
conclusions.
dungeon's description is its origin. cided to use the limestone cavern
for a game.The secret of its evolu- The local farmers, fed up with
Here, we give you a little bit of back- having the goblins raid their
ground about the dungeon and tell tion may seem to be quite obvious:
it was carved by a river. Okay, we homes every two or three months,
you why or how it was built or have offered a reward to anyone
formed in the first place. Obviously, could add more details about the
history of the river or its origins, who can rid them of this evil curse.
this information is fairly open so It may be that friends or relatives
that you should have no trouble but let's also assume that these
will have little if any bearing on of the PCs live in one of the neigh-
finding a way to fit the dungeons boring towns and have been hurt,
into your own campaign. your game. Thus, we have decided
that the text provided in the ge- killed, or captured by the fiendish
After that comes the section en- humanoids. One way or another,
titled transformation. In here, we neric dungeon description is
enough background for the physical there is plenty of motivation for
present you with a possible means the player's to move against the
for converting a structure which cavern itself.
What about the monsters, traps, tiny tyrants.
might not seem like a dungeon As for the goblins, one can imag-
(such as the primitive temple) into and treasures? Once again, think
ine that they won't take too kindly
an underground complex. Once about the past. Suppose that a
to being driven out of their new
again, these descriptions are not fairy good sized community of
goblins lived upriver from the home. In fact, they've probably
specific so that you should have no learned a great deal from their past
trouble finding a place in your twisting mazes of the limestone ca-
vern. Some 25 years ago, however, a experiences and taken steps to
campaign world into which you thwart intruders.
can fit them. family of ogres moved into the
area which they had called home Well I'll be, it looks like things
The final section of the dungeon are shaping up real nicely for this
description is the map key. Here, for generations and they were
forced to leave. Boarding crude adventure. All we have to do now
we go into some detail about the is to insert a few sub-plots and play
dungeon's original construction rafts, they set out on the river.
Eventually, they came to the ca- up the supernatural fear with
and uses. None of the chambers which the villagers regard the
are described in great detail, so verns. Imagine their delight at
finding so perfect home with so little "horrid little beast-men" who ter-
you can add or delete anything rorize them and before you know
you like without worrying about effort. As one might expect, they
it, we'll have a challenging, memo-
upsetting the balance of play. moved right in. As they ex-
rable adventure.
Origin 3. Funeral Temple: The only and were entombed in the pyr-
Perhaps the greatest tributes to outside entrance to the pyra- amid with their king. These
the engineering skills of the an- mid is through this chamber. rooms are ornate temples in
cient world were the mighty pyra- The door to the outside world their own right, having many
mids of Egypt. For our first generic is well concealed to protect the valuable items used in the
dungeon we have taken them as a king's final resting place from practice of their religious be-
model. The Great Pyramid was grave robbers and vandals. liefs.
built as tomb for the ruler of a pow- This temple is lavishly deco- 8. Funeral Barge: The last
erful empire. It is no surprise that rated and contains much that room before the main burial
so awesome a structure should go is of great monetary value— chamber, this area houses a.
down in history as one of the won- everything from gold idols to most unusual thing for a
ders of the world. ornate figures and valuable in- dungeon—a boat. Intended to
cense. act as the king's vessel on his
Transformation 4. Corridor: The inner halls voyage to the next life, it is
While the other above ground and stairwells in the pyramid rich with the trappings of no-
structures which we will present are very low and cramped. On bility and carries everything
in this section must be modified or the average, they have a ceil- that the king will need to sur-
altered in some way to make them ing height of only four feet and vive in the next world. In addi-
into dungeons, the majestic pyra- are about a yard wide. While tion to money and weapons,
mids can be used just as they are. dwarves, Halflings, and the boat is likely to carry food
Map Key gnomes may not find that this and other provisions.
1. Mastabas: The Great Pyra- presents them with too great a 9. Grand Hallway: Unlike the
mid is surrounded by a small problem, other races will find other passages in the Great
city of lesser tombs known as moving from room to room to Pyramid which require ex-
Mastabas. These low, flat be very uncomfortable. plorers to walk bent over (un-
structures served to house the 5. First Burial Chamber: The less they are Halflings or some
bodies of the workers who first part of the pyramid to be similar race), this corridor has
built the pyramid. More often built, this chamber is actually a high arched ceiling. It is
than not, these were slaves or located below the surface of painted in bright colors and
prisoners of war. Because they the earth in the foundation of has numerous images en-
knew the secrets of the pyra- the building. If the pharaoh graved on its walls. As this is
mid's internal layout, they died before the completion of the final entry way into the
were ritually slaughtered after the second burial chamber, his main burial chamber, referee's
it was completed. The body would be placed here. may want to consider the use
Mastabas might make 6. Second Burial Chamber: of a wide array of deadly traps
excellent locations for Like the first burial chamber, being set here as a last line of
encounters with low level this was meant to house the defense against intruders.
undead creatures. body of the king in the event 10. Main Burial Chamber: This
2. Lesser Pyramids: A number that he should die before the is the last resting place of the
of lesser pyramids were also completion of the main burial pharaoh. The entire chamber
built adjacent to the main chamber. There are usually is lavishly decorated and ap-
structure. These served as some trappings here of rea- pointed with items so valuable
tombs for the officials who sonable value. as to be beyond the belief of
oversaw the construction of 7. Crypts: Once the priests who even the greediest of thieves.
the pyramid. Once the slaves had overseen the assembly of The sarcophagus which holds
were killed, so too were their the pyramid and performed the body of the departed king
task masters. Like the the religious rites required to is often made of a valuable
Mastabas, these areas make make it pleasing to the gods metal like gold or silver. The
excellent locations for had completed their tasks, trappings of this chamber are
encounters with undead, they too were slain. Unlike the worth more than the treasuries
although they are likely to be workers, however, they of many small countries.
more powerful than those committed ritual suicide
found in the former area,
The Primitive Temple

Origin 2. Temple of Earth: The first torch in each hand. Of course,


The primitive temple was built shrine which those entering by the time the temple is un-
by a race which had not yet devel- the temple encountered was covered and explored, all of
oped advanced architecture or this one. It was devoted to a these fires will have long since
metal working. It may be that primitive earth spirit which burned out—unless the
early men built it in their quests to was symbolized by a figure of dungeon master has some-
satisfy their need to worship their a large, pregnant goddess. thing unusual up his sleeve.
simple deities. If this is the case, Carvings and paintings in this 7. Temple of War: This chamber
then the structure is incredibly an- room celebrated the earth as a was a temple sacred to the god
cient and few of its interior furnish- source of life and power. of war. The deity himself had
ings have survived. Another 3. Storage: This chamber was an almost animalistic look,
option for the referee is to use the used to keep various items re- conveying an impression of
temple for some contemporary, quired for religious services in savage fury. The walls were
but primitive, race like the lizard the temple. It contained a decorated with a variety of
men. number of bowls and pots weapons. Engravings in this
which would have been filled chamber depicted battles and
Transformation with herbs, berries, and similar fights, often showing the god
The primitive temple can be con- materials. If the chamber has himself as leading the faithful
verted into a dungeon in any num- not been used in a long time, into combat.
ber of ways. For our purposes, many of the organic items 8. Temple of Water: Just as
however, let us assume that it was stored in here will have these primitive people recog-
built on the slopes of a towering decayed totally. nized the earth and soil as vital
volcano. During a major eruption, 4. Gallery: The center of the to life, so too did they
the mountain of fire sent forth a temple is an open area with a understand the importance of
cloud of ash which fell like gray number of benches scattered water. A number of ornate bar-
snow upon everything around it. around it for the faithful to sit rels or cisterns once adorned
Caught beneath the plume of the on as they awaited the begin- this room, each of which
eruption, the temple was buried— ning of a service. The walls, would have been filled with
but not before those who built it floors, and ceilings were cov- fresh water. Depending on the
could seal it up and protect the in- ered in engravings which de- wishes of the dungeon master,
terior from the insidious ash. pict the various important this may or may not have been
Over the years, the ash has hard- events and beliefs of the my- holy water. In any event, the
ened into stone and the temple has thology of the temple builders. engravings and paintings in
become solidly trapped beneath 5. Temple of the Dead: The this chamber depicted water
the newly formed surface. Only statue in this room is gaunt in its many forms: rain, a lake, a
the mighty statues built outside its and skeletal, looking much gentle stream, a raging river,
entrance are visible above ground, like some form of undead crea- and so on.
and it is these objects which can be ture. The walls are covered 9. Temple of the Sky: The sky
used to provide a party of adven- with bones and similar trap- and weather are very impor-
turers with their first clues about pings of the grave. tant to a primitive culture. If
the existence of the primitive tem- 6. Temple of Fire: Stone bra- the gods frown on the actions
ple. ziers with burning coals and of a people, they may withhold
oil lamps celebrated the value the rain or send deadly storms
Map Key of fire to a primitive culture in to destroy them. In either
1. Courtyard: Just outside the this temple. The engravings case, the end result is often the
archway which admits the on the walls showed fire being utter destruction of a people.
faithful to the temple was an used to make the life of the In order to keep the gods of the
area which had been cleared tribe better: a cooking fire, a sky happy, the primitives built
and landscaped to some ex- bonfire for warmth, a camp this shrine. Its walls were cov-
tent. Six statues were erected fire keeping animals at bay, ered with engravings of
here, one for each of the deities and so forth. The god in this clouds, storms, and so on.
sacred to the temple builders. chamber holds a burning
The Modern Temple
Origin was used by the temple priests 10. Priest's Chambers: These
The modern temple is a descen- to dress and ready themselves living quarters may have been
dant of the primitive temple pre- for a religious service. Depend- quite spartan or lavishly deco-
sented earlier in this section. This ing on the nature of the reli- rated, depending on the be-
temple, lavishly decorated and gion, any number of things liefs and practices of the
very ornate, is the product of such might be found here including faithful. A secret door in the
a faith. various pigments or outer wall provided a means of
makeup’s, incense burners, or covert access to the outside
Transformation unusual foods which must be world from these rooms.
It is not difficult to imagine a eaten to purify the spirit. 11. Vault: Some items, like silver
clash between two powerful reli- 5. Main Hall: This huge chamber holy symbols or perhaps even
gious factions of opposite align- was ornate and magnificent. blessed and magical objects,
ments. In this case, we are looking Rows of pillars served to were too important to be stored
at the temple of the losing side. support it high ceiling and also in the main area off the main
Powerful magicks have been used served as works of art, being hall. For them, this room was
to cause it to sink beneath the sur- covered with bas-reliefs of the built. It has a door with a very
face of the earth, entombing it in religion's major tenets. Ban- advanced lock, thick walls,
solid rock. ners, tapestries, or other deco- and may even have been
Map Key rative fabrics were draped sealed with some form of
1. Temple Offices: These cham- from the rafters and supported magic.
bers were the business offices by long shafts of polished 12. Lounge: This room was dec-
of the temple. A number of wood. Its main function was to orated with style and taste. It
desks, scroll racks, book impress those walking into the is here that the priests ate
cases, and similar office equip- temple from the main en- their meals and entertained
ment were found here. Of trance. guests. Informal business was
course, depending on the 6. The Main Temple: Like the often conducted here, as was
amount of time which has main hall, this chamber was light entertainment.
passed since the shrine was built to inspire awe among the 13. Meeting Room: More formal
entombed, these may be noting faithful. It's high domed ceil- than the lounge, this chamber
more than piles of dust and ing is covered with a beautiful was used for business meet-
rotting wood. A secret door al- mosaic which was crafted by ings and official transactions.
lows easy entrance to or es- the most skilled artisans of the 14. Lesser Temple: This temple,
cape from the office area in the religion. while much less impressive
event of an emergency. 7. Grounds Keeper's Storage: than the main dome, is still a
2. Library: This served as both a This small room and closet wonder to behold.
filing area and a book deposi- were nothing more than a tool 15. Kitchen: A large stove and an
tory. The numerous shelves shed kept for the purposes of assortment of cooking supplies
and racks here were filled with landscaping the area around dominated this room.
books, scrolls, maps, and similar the temple. 16. Pantry: A variety of pots,
documents. Depending on the 8. Gallery: This wide hallway jars, and kegs held the tem-
condition of this room, it had a very high, arched ceiling ple's foodstuffs here until
could be a sage's dreams come and was used to display paint- needed. A trapdoor in the floor
true. ings, sculptures, and other leads down to a small, but well
3. Wardrobe: As with many re- works of art made by or do- stocked wine cellar. It may
ligions, the priests of this tem- nated to, the temple and its de- well be that the passing of the
ple wore special garb when ity. Some of the relics in here years has turned some of the
they performed their services. might be quite valuable. bottles in this area into price-
In this chamber, which resem- 9. Storage: This storage area less collector's vintages.
bles a modern walk-in closet, was used by the temple priests
were hung the many ritual for everything from janitorial
garments they employed. supplies to extra candles or
4. Dressing Room: This room lamp oil.
The Limestone Caverns

Origin high, domed affair with a num- ronment of the cave, however,
High in the mountains there ber of stalactites visible on it. A the water has not become
rests a gentle valley. All in all, it is a wide shore surrounds the lake stagnant as it would in a
peaceful place. At its heart is a which has a slight whirlpool swamp. Thus, although it is
broad river, formed by a number of visible in its currents. The unmoving, it has remained
lesser streams which trickle down whirlpool is not so swift as to fairly fresh.
from the snow covered caps above be hazardous to boats, but 7. Balcony: The atrium around
the valley. As with all rivers, this swimmers may be at risk. the cascade widens at this
one naturally began to flow toward 3. Lower Lake: A slender cascade point, producing a natural bal-
the equator and sea level. of water pours from a series of cony around the waterfall. Ex-
It was thwarted in its journey, fissures in the ceiling of this plorers might reach this region
however, by the towering walls of cavern to form a broad lake. by climbing to it from below or
the mountains which ringed the A number of natural stone above. It is possible to climb
valley. As the years passed, how- pillars provide support for this down or up from this area, but
ever, the river slowly carved its chamber and the walls glisten the presence of the cascade
way through the mountain. After with mineral deposits. A fast makes it dangerous to do so.
centuries of effort, it broke moving stream flows into the 8. Upper Pool: This region is
through the other side and lake through a fairly wide much like the upper lake, but
plunged over a grand precipice passage while a second the waterway which feeds it is
into the foothills beyond the stream flows away from the much less intense. A small
mountain range. In its wake, how- pool down a fairly wide tunnel. pool has formed here which
ever, it left a network of twisting 4. Grotto: This is a region empties through a split in the
and treacherous tunnels for ad- where the cavern around a rock underneath it. A minor
venturers to contend with. length of stream has been wid- whirlpool swirls these waters,
Transformation ened by natural erosion to but it is dangerous only to
Unlike surface structures which form a large chamber. Stalag- swimmers.
need to be turned into under- mites and stalactites are com- 9 Lower Pool: The water which
ground complexes before being mon and the entire area falls from the upper pool pours
used as dungeons, the limestone glistens and sparkles with into this room through a split
cavern can be used 'as is" for any mineral deposits. in the ceiling. In addition, a
dungeon based campaign. 5. Upper Cascade: At this slow moving stream enters on
point, the river enters the top one side of the pool and exits on
Map Key level of long atrium and the other. A minor creek, al-
1. Entrance: This chamber is plunges over a sheer cliff. The most a trickle, flows away to
notable for its high, arched roaring of the cascade is in- form two large dead pools.
ceiling and the numerous sta- tense, and the natural acous- 10 10. Great Pool: Although a
lactites which dangle from it. tics of the cavern carry the minor stream flows into this
The walls have all been worn vibrations throughout the chamber, carrying a fair
smooth through ages of natural area. The river turns into dan- amount of water to the great
erosion by the river. A thin gerous rapids before it topples pool, the majority of it comes
band of shore (about 1 yard over the cliffs and into the from the grand cascade. Pour-
wide) runs along each side of darkness below. There is a ing down through a wide
the water, making walking great deal of shore area atop chimney which stretches out
possible, but very difficult. the waterfall and enough of sight overhead is a gigantic
The water runs very quickly space in the cavern that it waterfall. It thunders down
through this region, but can might be possible to climb from high above to form this
still be navigated by a raft or down beside the waterfall, al- great body of water. The entire
boat. though this is certainly risky. chamber vibrates with its in-
2. Upper Lake: A secondary 6. Dead Pool: A slow moving tensity. The water roars out
stream curves around from the stream feeds this pond which two exits to plunge over a
main river to form a large lake has little, if any, current in it. sheer cliff face and vanish into
in this room. The ceiling is a Because of the natural envi- the mists of the valley below.
The Beehive Fort
Origin The city, like its people, vanished were stored in the city's many
Long ago, the inhabitants of a without a trace. granaries. Of course, the pass-
rich area of fertile plains discov- ing of time may have utterly
ered the secrets of agriculture. Map Key destroyed these foodstuffs,
Their land furnished them with 1. Family Chambers: This por- but some evidence of their
everything they needed to survive tion of the city housed the passing may well remain.
and be comfortable. Others, jeal- farmers and their loved ones. 7. Kiln: A look around at the
ous of their high standard of living, Each chamber was home to an various chambers on the map
began to raid the peaceful farmers. extended family, ranging in of the beehive city will make it
Unlike other regions, where stone size from 7 to 12 persons. obvious to the reader that
for building was common, these Raised platforms around the those who lived here made
people did not even have tall trees perimeter served as both beds great use of pottery. This kiln,
to fashion into walls. Instead, they and sofas. In many cultures, which was fired with a variety
set about building a new type of the dead were buried beneath of organic material, was some-
city. the floor of the chamber they what primitive, but still very
For walls, they used dried mud had once lived in. functional. There may be rem-
or adobe. While not as hard as 2. Barracks: Single men and nants of pottery items here
stone, it would hold up well members of the guard lived in when the area is explored.
enough against the light weapons these chambers which were 8. Courtyards: In the event of a
of their enemies. As their city very much like the military siege or raid on the city, an as-
grew, they built each house right barracks one might expect to sortment of livestock could be
up against the building beside it. find in a modern fort. There transferred to these protected
No doors or windows faced out- was little provision for com- areas to provision the inhabit-
ward to offer easy access to in- fort, and almost no chance for ants for a time. When the city
truders. The doors to the buildings individual privacy. was not under attack, they
were placed above, on the roofs, 3. Temples: The people of the served as parks or play areas
with ladders and stairs providing beehive city were faithful to for children and adults alike.
access to them. In the end, they their gods. As proof of this,
had a small community which was they scattered a number of
not only solid and hard to attack, temples and altars throughout
but also very comfortable to live in. the complex. Each of these
was richly decorated (in com-
Transformation parison to the rest of the city)
Over the years, the climate and served as a cultural nexus
changed. The gentle rains which for the people living here.
had brought life to their prairie 4. Governor's Home: This liv-
fields ceased to fall and the ing area served the ruler of the
streams which ran through their city and his family. It was well
farms dried up. In the end, they equipped and decorated, a
were forced to assemble their be- tribute to the status accorded
longings and move on. No record the popular leader of these
remains of what became of them, people.
but the beehive city speaks a silent 5. Officers' Barracks: Al-
testimony to their resourceful na- though much more spacious
tures and their will to survive. and better appointed than the
As the grasslands continued to barracks assigned to the rest of
dry, they gradually became des- the soldiers, these quarters are
erts. Finally, this vast sea of sand very spartan and focus on utility
swallowed up the beehive city in a more than comfort.
dark sandstorm which raged for 6. Granaries: As various crops
days across the once fertile lands. became ready for harvest they
The Castle on the Moors

Origin A large oven and stove occu- trade from his master.
Several years ago, a proud pied a large portion of the area 8. Workrooms: Although these
young knight fought bravely and there was more than rooms were used by the castle
against those who would have enough space to prepare a staff for spinning, weaving,
brought down his king. In return feast for dozens of guests in and other light work, they were
for his services, a thankful ruler re- the great hall. more than just areas for light
paid this dedication with a grant of 3. Great Hall: This huge chamber industry. At the close of each
land and the pledge of a powerful was the focus of social life at day, the looms and such were
castle. the Castle on the Moors. Its put away and bedrolls covered
True to his word, the king sent a walls were hung with elabo- the floor. While these seeping
company of workers out to con- rate tapestries and banners. It accommodations for the castle
struct a fortress for the bold was here that the lord of the staff were far from luxurious,
knight. Overlooking a gloomy and manor held his parties and en- they were better than those
desolate stretch of swamps and tertained his guests. Great available to most of the local
bogs, the Castle on the Moors was feasts could be sent up from peasants.
to be the kingdom's first line of de- the kitchen below and per- 9. Towers: Each corner of the
fense against the evil creatures formers could entertain the Castle on the Moors was an-
who thrived in that forsaken re- guests while they relaxed and chored to a strong stone tower.
gion. ate. From the tops of these battle-
4. Office: This room was used ments, archers could fire vol-
Transformation by the lord's seneschal in the ley after volley of lethal arrows
The high hopes of the king and course of his administrative onto attacking armies. In addi-
his faithful knight were short duties. Every aspect of the cas- tion, each of the towers had its
lived, however. A season of torrential tle's economic and political af- own catapult for hurling large
rains fell across the land, causing fairs was controlled from this projectiles at invaders.
the water level in the swamps to area. As one might expect, it
rise. Eventually, the fierce stone was once filled with files, re-
fortress was swallowed up by the cords, and a work desk.
water and mud. When the region 5. Bedrooms: These comfort-
dried up years later, the castle was able living quarters were used
nothing more than a large mound by the lord and his family.
of dried mud. Underneath this They were richly appointed
shell, however, is the catacomb and their decorations reflect
that had once been the Castle on the owner's religious and po-
the Moors. litical affiliations.
6. Day Room: This room was
Map Key well appointed and provided
1. Storage: Located on the lowest the lord and his family with a
level of the castle, this large pleasant place for light enter-
chamber was used to house taining and socializing. It's
great quantities of goods and furnishings were both com-
materials for use by the fortable and functional.
structure's inhabitants. Kegs 7. Knights' Chambers: Each of
of ale, bottles of wine, wheels these rooms served as the
of cheese, and many other living quarters for one of the
supplies were kept here, lord's most faithful warriors. If
although the passing of the they were married, then their
years has almost certainly ru- wives shared their rooms with
ined them. them. If not, they had a live-in
2. Kitchen: This cooking room squire who tended to their
was home to any number of needs and hoped to learn
cooking utensils and devices. something of the warrior's

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