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"Being the perfect Dungeon Master is easy. All you need is the patience of Job, the wisdom of Solomon, the stamina of Hercules, and the serenity of Mother Theresa."
Creative Campaigning, p.127

DMGR5 Creative Campaigning is a 128-page sourcebook for Advanced Dungeons & Dragons 2nd edition released in February1993.

Official synopsis[]

DM: "OK, you're all sitting in the tavern when..."

Players: Oh no, not another tavern scenario! We're tired of those! We want something different!"

If this sounds like your latest gaming session, Creative Campaigning can help: This book is loaded with ideas and suggestions that will make even the most jaded players sit up and pay attention. Everything from alternate settings to variant rules to really strange adventures is included. Put your gaming back on track for outstanding heroic adventure!

Content[]

Creative Campaigning is a collection of DM's advice articles on running more innovative D&D campaigns.

Chapter 1: Alternate Campaigns, by Tony Pryor, advises on running campaigns in different historic time periods from the bronze age to the early modern, based on historic research; single-class campaigns, single-race campaigns; historic or mythic settings such as Celtic Ireland, Mesopotamia, Africa, and other fiction-inspired lost worlds; campaigns where the players play themselves as characters, or younger versions of themselves, or even as animals.

Chapter 2: Alternate Adventures, by Tony Herring, takes the approach of writing plots based on story outlines and plot structure, giving various sample plotlines.

Chapter 3: What's Old is New, by Jonathan Tweet, introduces the concept of the ability check, opposed checks, new ways to use proficiencies, monsters with unusual pairings or uncommon alignments, good monsters as enemies or evil monsters as unexpected allies, moral dilemmas, and questions of who actually owns a dungeon.

Chapter 4: Freestyle Campaigning, by Jonathan Tweet, suggests splitting the party into smaller groups or individuals, which can allow for more focused storytelling.

Chapter 5: Handling Players, by Jonathan Tweet, advises on handling groups of players. It discusses the effects of age, gender, different levels of gaming experience, and play style, as well as handling problem players. It also discusses convention and tournament play.

Chapter 6: The Grand Tour, by Norm Ritchie, explores the various campaign settings of AD&D.

Chapter 7: The Medieval Mindset, by Norm Ritchie, takes a historic look at the medieval European mindset.

Development and release[]

Development[]

The book was written by Tony Pryor, Tony Herring, Jonathan Tweet and Norm Ritchie. Art was provided by Ken Frank, Keith Parkinson, Larry Elmore, Jeff Easley, John Lakey and Laura Lakey.

Release[]

Creative Campaigning was released by TSR in February 1993[1] for $15.00 US, $18.00 Canadian, or £9.99 UK.[1]

On June 4, 2013, it was re-released in digital format. It is currently available on DriveThruRPG and Dungeon Masters Guild for $7.99.

Reception and influence[]

Critical reception[]

As of 2023, Creative Campaigning reached the rank of Gold seller on DriveThruRPG.

Influence on other works[]

External links[]

References[]

  1. 1.0 1.1 1.2 1.3 TSR Previews, Dragon #189 (Jan 1993), p.120.
Advanced Dungeons & Dragons 2nd edition Dungeon Master's Guide Rules Supplements
Campaign Sourcebook and Catacomb GuideThe Castle GuideArms and Equipment GuideMonster MythologyCreative CampaigningThe Complete Book of VillainsThe Complete Book of NecromancersSages & SpecialistsOf Ships and the Sea
Advanced Dungeons & Dragons 2nd edition
Core rules
Player's HandbookDungeon Master Guide
Monstrous Compendium Volume OneMonstrous Compendium Volume TwoMonstrous Manual
First QuestIntroduction to Advanced Dungeons & Dragons GameThe Complete Starter SetDungeons & Dragons Adventure Game
Optional core rules
Player's Option: Combat & TacticsPlayer's Option: Skills & PowersPlayer's Option: Spells & Magic
Dungeon Master Option: High-Level CampaignsCampaign Option: Council of Wyrms
Supplement lines
Player's Handbook Rules SupplementDungeon Master's Guide Rules Supplement
Monstrous Compendium AppendixMonstrous Compendium Annual
Encyclopedia MagicaHistorical ReferenceThe Magic EncyclopediaMonstrous ArcanaPriest's Spell CompendiumWizard's Spell Compendium
Other supplements
Bastion of FaithBook of ArtifactsCastle SitesChronomancerCity SitesCollege of WizardryCountry SitesDen of ThievesDungeon Builder's GuidebookGuide to HellLegends & LoreRogues' GalleryShamanTome of MagicThe Vortex of Madness and Other Planar PerilsWarriors of HeavenWorld Builder's Guidebook
Adventures
The Apocalypse StoneAxe of the Dwarvish LordsCleric's Challenge (II) • The Dancing Hut of Baba YagaDestiny of KingsDie Vecna Die!Dragon MountainDungeons of DespairFighter's Challenge (II) • The Gates of Firestorm PeakA Hero's TaleLabyrinth of MadnessThe Lost Shrine of BundushaturMoonlight MadnessThe Murky DeepNight Below: An Underdark CampaignA Paladin in HellReturn to the Tomb of HorrorsReverse DungeonRoad to DangerThe Rod of Seven PartsThe Shattered CircleThe Silver KeySwamplightTale of the CometTales of EnchantmentTemple, Tower, & TombThief's Challenge (II) • TSR Jam 1999Wizard's Challenge (II)
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