Dungeon Master Option: High-Level Campaigns: Difference between revisions
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'''''Dungeon Master Option: High-Level Campaigns''''' is a supplemental sourcebook to the core rules of the [[Advanced Dungeons & Dragons 2nd edition|2nd edition ''Advanced Dungeons & Dragons'']] (''AD&D'') [[fantasy]] [[role-playing game]] |
'''''Dungeon Master Option: High-Level Campaigns''''' is a supplemental sourcebook to the core rules of the [[Advanced Dungeons & Dragons 2nd edition|2nd edition ''Advanced Dungeons & Dragons'']] (''AD&D'') [[fantasy]] [[role-playing game]]. |
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==Contents== |
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==Header== |
==Header== |
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The book begins with a one-page foreword by Skip Williams. Chapter One (pages 6–29) explains the seven maxims for running high-level ''AD&D'' campaigns: Don't depend on the dice, Use adversaries intelligently and inventively, Control magic, Be aware of demographics, Think on an epic scale, Plan ahead, and Share responsibility with your players. Chapter Two (pages 30–67) provides advice on how to construct adventures. Chapter Three (pages 68–85) expands on the use of [[Magic of Dungeons & Dragons|spells]] and [[Magic item (Dungeons & Dragons)|magical items]]. Chapter Four (pages 86–95) presents a guide for spellcasting characters to create magical items. Chapter Five (pages 96–117) details how to conduct magical duels between spellcasters. Chapter Six (pages 118-141) details true dweomers, spells more powerful than those presented in the ''[[Player's Handbook]]''. Chapter Seven (pages 142-179) details how to advance high-level [[player character]]s beyond 20th level. An appendix (pages 180-188) lists the statistics of spells usable in spell dueling. Pages 189-192 are an index to the book. |
The book begins with a one-page foreword by Skip Williams. Chapter One (pages 6–29) explains the seven maxims for running high-level ''AD&D'' campaigns: Don't depend on the dice, Use adversaries intelligently and inventively, Control magic, Be aware of demographics, Think on an epic scale, Plan ahead, and Share responsibility with your players. Chapter Two (pages 30–67) provides advice on how to construct adventures. Chapter Three (pages 68–85) expands on the use of [[Magic of Dungeons & Dragons|spells]] and [[Magic item (Dungeons & Dragons)|magical items]]. Chapter Four (pages 86–95) presents a guide for spellcasting characters to create magical items. Chapter Five (pages 96–117) details how to conduct magical duels between spellcasters. Chapter Six (pages 118-141) details true dweomers, spells more powerful than those presented in the ''[[Player's Handbook]]''. Chapter Seven (pages 142-179) details how to advance high-level [[player character]]s beyond 20th level. An appendix (pages 180-188) lists the statistics of spells usable in spell dueling. Pages 189-192 are an index to the book. |
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==Publication history== |
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==Reviews== |
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This 192-page book was published by [[TSR, Inc.]] in 1995. The book was designed by [[Skip Williams]]. The book's cover art is by [[Jeff Easley]] and interior art is by [[Eric Hotz]], [[Ken Frank]], and Stephan Peregrine. |
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*''Arcane'' #1 (1996) |
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==Reception== |
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Trenton Webb reviewed ''Dungeon Master Option: High-level Campaigns'' for ''Arcane'' magazine, rating it a 4 out of 10 overall.<ref name="Arcane1">{{cite journal|last=Webb|first=Trenton|date=December 1995|title=Games Reviews|journal=Arcane|publisher=[[Future plc|Future Publishing]]|issue=1|pages=66}}</ref> |
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==References== |
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{{reflist}} |
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{{D&D topics}} |
{{D&D topics}} |
Revision as of 16:51, 13 October 2016
This article needs additional citations for verification. |
Author | Skip Williams |
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Genre | Role-playing game |
Publisher | TSR |
Publication date | 1995 |
Media type | Print (Hardcover) |
Pages | 192 |
Dungeon Master Option: High-Level Campaigns is a supplemental sourcebook to the core rules of the 2nd edition Advanced Dungeons & Dragons (AD&D) fantasy role-playing game.
Contents
Header
The book begins with a one-page foreword by Skip Williams. Chapter One (pages 6–29) explains the seven maxims for running high-level AD&D campaigns: Don't depend on the dice, Use adversaries intelligently and inventively, Control magic, Be aware of demographics, Think on an epic scale, Plan ahead, and Share responsibility with your players. Chapter Two (pages 30–67) provides advice on how to construct adventures. Chapter Three (pages 68–85) expands on the use of spells and magical items. Chapter Four (pages 86–95) presents a guide for spellcasting characters to create magical items. Chapter Five (pages 96–117) details how to conduct magical duels between spellcasters. Chapter Six (pages 118-141) details true dweomers, spells more powerful than those presented in the Player's Handbook. Chapter Seven (pages 142-179) details how to advance high-level player characters beyond 20th level. An appendix (pages 180-188) lists the statistics of spells usable in spell dueling. Pages 189-192 are an index to the book.
Publication history
This 192-page book was published by TSR, Inc. in 1995. The book was designed by Skip Williams. The book's cover art is by Jeff Easley and interior art is by Eric Hotz, Ken Frank, and Stephan Peregrine.
Reception
Trenton Webb reviewed Dungeon Master Option: High-level Campaigns for Arcane magazine, rating it a 4 out of 10 overall.[1]
References
- ^ Webb, Trenton (December 1995). "Games Reviews". Arcane (1). Future Publishing: 66.