Basic D&D
Rules (By Gary Gygax and Dave Arneson- Tom Moldvay revision/restatement
1981). The relatively simple advice for
designing a dungeon really can be inspirational for creating an adventure
whether you are a new to D&D or have been playing for a long time. Simple but effective.
Dungeoneer’s
Survival Guide (DSG) By Doug Niles (1986).
Includes a sample Underdark realm.
Includes advice for designing the physical properties of such a realm as
well as general DM advice for an underground campaign.
Wilderness
Survival Guide (WSG) By Kim Mohan (1986).
Includes a chapter on designing a continent (or more). Focus is on natural features not
civilization.
Dungeon Master’s
Design Kit (DMDK) By Harold Johnson and Aaron Allston (1988). Includes a random plot generator and
descriptions of those elements so that the plot could also be constructed
deliberately. It is a great source of
starter ideas. It also provides a way to
drive those ideas forward. (Many
listings of adventure ideas lack such a driver)
Campaign
Sourcebook/Catacomb Guide (DMGR1) By Paul Jaquays and William W. Connors
(1990)- Does include some material from the WSG, DSG and the 1st edition DMG
but lots of good new material as well.
Probably the closest book written that handles the “teach me how to DM”
question.
All of these
books are highly recommended.
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