The Alexandrian

AD&D The Night Below - Carl Sargent (TSR)

Although marred in the execution, Night Below is still a classic is well worth your attention and effort.

Review Originally Published October 1st, 2001

There needs to be more products like Night Below. Period. End sentence.

Night Below, a supplement for the now defunct AD&D, was marketed as both “The Ultimate Dungeon Adventure” and “An Underdark Campaign”. It fails at the former (there are a plethora of dungeons which succeed at being bigger, more innovative, more believable, more exciting, and/or some combination of the above), but its success at the latter is what makes it notable and worthy of imitation.

To put it simply, Night Below did not content itself with merely being a module: It is, in fact, a complete campaign – designed for months of gameplay and complete with more than a dozen adventures tied into a cohesive plot.

This is a type of product that the industry needs to see more of. (For other examples, check out Dream Pod 9’s The Paxton Gambit for Heavy Gear and Gold Rush Games’ Shiki for Sengoku.) I don’t think I’m alone in saying that I would welcome the ability to pick up a complete campaign in one shot and start playing. If nothing else, it gives me time to prepare for the next campaign.

Let’s take a closer look at what Night Below has to offer:

PLOT

Warning: From this point forward, this review will contain spoilers for Night Below. Players who may end up playing in these modules are encouraged to stop reading now. Proceed at your own risk.

The Big Concept: Deep within the Underdark, the Aboleth Savants – powerful creatures with the power to dominate others – lurk within the Sunless Sea. There they have laid plots for the construction of a massive magical artifact, designed to expand their innate domination powers for hundreds of miles, allowing them to subdue surface creatures without any need for battle or risk. The PCs, of course, have to stop them from doing this – although, for a very long time, they won’t have the slightest clue of the true evil which lurks behind their foes.

The Night Below campaign is split into three parts:

The Evils of Haranshire: In Part I of Night Below, the PCs begin as 1st or 2nd level characters in Haranshire, a typical, rural fantasy setting (which can be easily slipped into any campaign setting – suggestions are given for placement in Greyhawk and the Forgotten Realms). In order to construct their artifact, the aboleths have need of spellcasters – and to get those spellcasters they have established bands of kidnappers on the surface. The campaign, in fact, opens with a kidnapping attempt involving one or more PC spellcasters. As the campaign unfolds, the PCs slowly uncover the full truth behind the kidnapping rings – while also going on some a few side-trips. In the big wrap up for the first part of the campaign, the PCs succeed in destroying what they believe to be the central lair for the kidnappers… only to discover the kidnappers’ connection to an unknown power in the underdark.

Perils in the Underdark: In Part II of Night Below, the PCs pursue their leads into the Underdark. They almost immediately make contact with friendly svirfneblin, who will provide them with cautious aid. This section of the campaign is largely concerned with the PCs slowly building up enough strength to assault the City of the Glass Pool – a settlement of kuo-tua deep within the Underdark which guards the gateway leading to the Sunless Sea and the root of the evil. Along the way, the PCs will make contact with a variety of bad guys (trolls, grells, quaggoth, hook horrors, puddings, oozes, and derro) and good guys (the svirfneblin and a group of good elves living in the Underdark). Part II comes to its smashing conclusion as the PCs succeed in overthrowing the City of the Glass Pool (or, at the very least, pushing through it into the depths beyond).

The Sunless Sea: In Part III of Night Below, the PCs have succeeded in penetrating all the way to the Sunless Sea – wherein dwell the sinister Aboleth Savants. But they will have to make their way the Aboleth’s city – and along the way will encounter a number of other enemies and allies. Again, a thin line needs to be tread in the forming and maintaining of alliances. In the campaign’s epic conclusion the PCs will (hopefully) defeat the Aboleth Savants and overthrow their seat of power for all time.

BOX CONTENTS

Night Below is one of those boxed sets which you can shake without hearing the echoes formed by empty space within. Three 64-page books, 16 pages of Player Handouts, 8 two-sided reference cards, 8 new Monstrous Compendium entries, and 6 full-color poster maps are packed into the box – making it a hearty value for the $30 price tag.

STRENGTHS

Night Below succeeds at crafting a comprehensive, epic campaign. Carl Sargent demonstrates how a well-constructed campaign looks less like a series of disjointed modules, and more like a cohesive story – with a distinct beginning, middle, and end all of its own. This, above all, is Night Below’s most impressive accomplishment, and is reason enough to pick up the boxed set in and of itself.

But you can also strip-mine Night Below with great ease: There’s a great wealth of material here (literally enough on which to base an entire campaign), and you can use large hunks of it without ever touching the overall structure of the campaign at all. For example, I plucked out the source material for two of the towns in Haranshire for use in completely different campaign. You could also pluck out such jewels as the Rockseer Elves subplot and use that as a stand-alone adventure in and of itself (or even as the basis for an entire campaign). And so forth.

WEAKNESSES

Unfortunately, Night Below also comes with its share of weaknesses:

1. The most pervasive problem in the campaign was the lack of clear organization and/or layout in the product. As I’ve mentioned before, there’s a lot of material here and – unfortunately – it’s organized in such a poor manner that it’s extremely easy to get lost in it all. In many ways, the campaign is presented almost as a stream of consciousness. As such, it desperately needed to be reorganized into distinct chunks: Here’s the section where the PCs fight the orcs. Here’s the section where we describe Haranshire. Here’s the section where the PCs investigate the troll lair. And so forth.

2. Although he’s constructed an extremely impressive story arc, I feel that Sargent doesn’t always take advantage of the opportunity to foreshadow future developments. Perhaps this is a minor complaint, but I feel that a little more interweaving of the overall structure would have resulted in a story with more depth.

3. Night Below suffers, unfortunately, from the standard 2nd edition problem of referencing/requiring every supplement under the sun. This type of thing drives me nuts: Did these people actually expect their fans to own all 10,000+ supplements they produced?

4. At several points in the course of the campaign, Sargent brings what I can only describe as “XP mentality” into the game world. Most notably, the svirfneblin are constantly advising the PCs to go take care of one threat or another in order to “strengthen them up” (i.e., gain the levels necessary) for the final challenge. I just can’t accept this with a straight face. For example, imagine the United States during World War II saying: “Well, we need to take on Japan. I think we need to go take out Argentina and Venezuela in order to ‘strengthen up’ for the final challenge.”

5. I’m not a big fan of the “1001 fantasy races” model of campaign world design – in which, every time you turn a corner, you’re bumping into a new race of intelligent humanoids. Night Below has this syndrome in spades – which is why, as much as I respect and appreciate the product, I will probably never run it in full myself. If you have a similar distaste for this particular style of D&D, be warned that Night Below will require significant amounts of alteration (and may, in the end analysis, simply not work for you).

CONCLUSION

Night Below is a bang well worth your buck. If you can track down a copy, it’s well worth your time – either to use in whole or in part.

Style: 3
Substance: 4

Author: Carl Sargent
Publisher: TSR
Line: AD&D
Price: $30.00
ISBN: 0-7869-0179-9
Year of Release: 1995
Product Code: 1125
Pages: 225

Now that the full campaign model of Night Below has become almost bog standard in the RPG industry, it’s interesting to look back at a time when that wasn’t true. With that being said, I think Night Below has still stolen a march: There are a lot of reasons why these big campaigns just work better as boxed sets. (Although we’re starting to see more and more of that from third-party D&D publishers.)

As I mentioned at the end of the review, Night Below is not a campaign that I ever ran for myself (although I did cut off chunks and use them elsewhere). There was a point where I was dabbling with the idea of remixing it to have a less linear form, but the group I was running for back then fell apart and I haven’t revisited it since.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Maiden Voyage - Chad Brouillard (Atlas Games)

With Maiden Voyage, Penumbra continues to establish itself as the Best of the Best when it comes to D20 products.

Review Originally Published October 1st, 2001

Penumbra, in my opinion, has been setting standards for quality in the D20 marketplace since their release of Three Days to Kill back in August of 2000. The high quality of Three Days to Kill, In the Belly of the Beast, and The Tide of Years established the line as a premiere source for high quality adventures. As a result, I rushed out to purchase a copy of Maiden Voyage almost as soon as it hit the shelves of my local gameshop.

It doesn’t disappoint.

PLOT

Warning: This review will contain spoilers for Maiden Voyage. Players who may find themselves playing in this adventure should not read beyond this point.

In Maiden Voyage the PCs are hired on as guards for the Albers – a ship which is transporting a murderous sorcerer back to the city in which his crimes were committed (so that he can be tried, convicted, and executed).

But the sorcerer is not the most serious concern which will face the PCs on the voyage: A ghost ship manned by an undead crew sails the waters through which they will be passing. Placed under a terrible curse, the crew of the black-sailed vessel are forced to seek out other helpless victims, dragging them beneath the waves. Only when the curse has been passed on in this fashion will the former victims be free of their earthly damnation.

Over the course of four days at sea, the PCs must deal with murder, mutiny, and undead – each in turn, and often all at once.

STRENGTHS

Chad Brouillard, the author of Maiden Voyage, has built his adventure off of the structure created by Mike Mearls for In the Belly of the Beast. (See my review here.)

First, he provides a richly developed cast of NPCs – each with their own desires, goals, and personalities. Then he places them in a self-contained space (thus necessitating prolonged interaction). Finally, he introduces a number of significant threats and/or sources of tension – which are handled through a series of progressive, flexible “Events.”

Add your PCs and let simmer for six to eight hours of gameplay.

In my opinion, Brouillard is not quite as successful in the roleplaying aspects of Maiden Voyage as Mearls was with the roleplaying aspects of In the Belly of the Beast: The dramatic situations are not as crisply defined; the overall flow of events is not as smoothly handled; the lines of tension and competition in the cast of characters are not as clearly developed.

But if the jewel lacks some slight polish there, it makes up for it through superior action: A potential crew mutiny; a conniving, sorcerous murderer; a murder to solve; a foundering ship to explore; and undead to fight all combine to make this a highly memorable adventure.

WEAKNESSES

I have nothing to comment on, really, beyond a few minor nitpicks:

1. The text of the OGL boxed text is printed on a background which is slightly too dark. (I have been lead to understand that this was an unfortunate printer’s error. It is not a serious problem unless you’re playing the module in dim lighting. And, even then, you shouldn’t have too many problems.)

2. I would have liked to see a slightly more complex ship design – both for the Albers (the ship the PCs are on) and the Sea Maiden (the ghost ship). Having more rooms, nooks, and crannies on the Albers would have allowed for a greater sense of “people meeting in dark corners”, IMO. Similarly, having a more complicated exploration of the Sea Maiden would afforded opportunities for far horror and suspense in that section of the module.

3. The adventure is advertised for 1st to 3rd level characters. The nature of this adventure actually lends itself very easily to scaling for higher character levels, but this is only dealt with in a perfunctory manner within the module. I would have liked to see more specific guidelines laid out (a la Dungeon Magazine).

CONCLUSION

Maiden Voyage is excellent, and its extremely portable nature makes it an excellent filler adventure: If your PCs need to get from Point A to Point B via ship, then Maiden Voyage is perfect.

Style: 4
Substance: 5

Author: Chad Brouillard
Publisher: Atlas Games
Line: Penumbra
Price: $9.95
ISBN: 1-58978-003-5
Product Code: AG3206
Pages: 42

After the last 20+ reviews — which were all published in May 2001 as part of Justin Bacon Review Week at RPGNet — we have now skipped forward to October 2001. There might be a lesson in there about burn out and necessary refractory periods after pushing yourself to a climax, although I think what actually happened was I had a bunch of theater shows that were distracting me from RPG stuff for a while. As is often the case with my reviews, what motivated me was a book that truly got me EXCITED. I like sharing that excitement.

As far as I can tell, Chad Brouillard, the author of Maiden Voyage,  only wrote two adventures — both for Atlas Games — and then never published anything else. Which is really too bad, because Maiden Voyage is great. (I’ve somehow never read Chad’s other adventure. I should go and do that.)

In truth, Maiden Voyage is one of the most important adventures I’ve ever run. This is for entirely idiosyncratic reasons, but it was exactly the right module that I ran at exactly the right time to have a really outsized impact on how I prepped and ran adventures for many years. Truth be told, if you’ve read So You Want to Be a Game Master, then you’ve already been touched, albeit indirectly, by this lovely adventure.

And it really is the perfect adventure for dropping into literally any D&D sea voyage.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Go to Part 1

Consider two scenarios. In the first:

Player: I want to hack the Lytekkas mainframe.

GM: Make a DC 20 Hacking check.

And in the second:

Player: Okay, I’ve seduced the secretary to social engineer login credentials and Suzie has snuck in and planted a spoofed router to give us remote access. Let’s hack the Lytekkas mainframe!

GM: Make a DC 20 Hacking check.

When reduced to this core dynamic, we can immediately see that something has gone wrong here. Spread out over the course of several actions and multiple minutes of gameplay, however, this is a trap that a lot of GMs fall into. It can get even more egregious if failing the Seduction or Stealth checks can scuttle the entire hacking attempt, resulting in rolling to failure that actually makes the clever, detailed planning LESS likely to succeed than no plan at all.

Either way, though, this sort of thing is hopelessly frustrating to the players, and will quickly result in them no longer bothering to make plans. If their actions are pointless — or, worse yet, debilitating — why would they continue making the effort? Without correction, gameplay will become a flat, rote exercise. Players will also disengage from the game generally.

MAKING PLANS

I don’t know what plans your players might come up with. (That’s the fun part!) They might be simple and straightforward, or they might be astoundingly complex Rube Goldberg machines. But if the players come up with a good plan, then — compared to the default or bullheaded approach — the plan should mechanically do one or more of the following:

  • Reduce the number of required rolls. (Which could include reducing how many characters need to make a roll.)
  • Eliminate the need to roll at all.
  • Increase the number of rolls, but not the total number of successes required across those rolls.
  • Reduce the difficulty of the roll(s).
  • Grant a bonus to the roll(s).
  • Change the skill/ability being rolled (presumably to one the PC is better at).
  • Reduce and/or change the potential consequences of a failed roll.
  • Improve the potential benefits of a successful roll.

This is, ultimately, a specialized case of allowing player expertise to trump character expertise: The player has gone to the effort of making a plan, and that effort should be reflected in your ruling.

PLANNING TIPS

I frequently find it useful to explain exactly how the plan is benefitting the PCs.

Player: Okay, I’ve seduced the secretary to social engineer login credentials and Suzie has snuck in and planted a spoofed router to give us remote access. Let’s hack the Lytekkas mainframe!

GM: Make a DC 12 Hacking check.

Compared to our earlier example — where it was a DC 20 Hacking check — the careful planning of the players has had a huge effect! But if the players don’t know the original difficulty of the check, their perception may be that their plan was pointless.

GM: The stolen login credentials and wi-fi access point each reduce the DC of your Hacking check by 4, so I need a DC 12 Hacking check.

With a clear understanding of the benefits, these players will go looking for more opportunities to shift the odds in their favor.

What if the PCs come up with a bad plan, though? Do you still need to reward them by following the guidelines above? Absolutely not. (“Yes, I understand that you thought triggering the sprinkler system in the server room would make it easier to hack the network. But what actually happens is the servers are all knocked offline and you’ve lost your vector for making a Hacking check.”)

Along the same lines, it’s OK for plans to go awry. For example, failing the Seduction check can cause all kinds of complications or even scuttle things entirely, IF a success on that check would grant a truly meaningful benefit. That’s not rolling to failure; that’s taking a gamble. (In the movie Sneakers, a partial failure on a Seduction check gives the PCs access to a programmer’s ID card, but also causes the programmer to twig to what’s happening and raise the alarm halfway through their heist.)

COMBAT PLANNING

Tactical planning in combat should follow the same general guidelines as any other planning, but there’s a specific issue to watch out for in combat: action economy.

Whether performing stunts or coordinating with other PCs, if a plan requires a setup or supporting action, the potential benefit for that action must be larger than just making an attack yourself. To put that another way, you need to look at the total cost (including the opportunity cost) of the plan and make sure that the payoff is larger than the cost. If it isn’t, don’t be surprised when the players all default back to, “I hit it with my sword.”

Unfortunately, it turns out that it can be quite difficult to find this balance, particularly if you’re responding on-the-fly to some bespoke plan the players have just thrown together. And it turns out most RPGs aren’t designed to help you with this. (Although there are some that do.) So there are a few rules of thumb that I use.

First, if this is a one-off situation, I’ll err on the side of making the payoff more powerful. I’d rather have it be worthwhile than not, and even if I get it wrong, it’s a one-time advantage, not the end of the world. (If the setup is easily repeatable in every fight, on the other hand, you need to be a little more cautious so that it doesn’t become something abusable and, therefore, boring.)

Second, instead of making a check as a separate action (which carries with it the opportunity cost of whatever else the action could have been spent on), incorporate the check into the existing action. Now you just need to balance the payoff against the increased likelihood of failure (due to the additional check), and that’s a lot easier to do.

Example: You’re playing in a system that doesn’t normally track flanking bonuses, but a player wants to flank an enemy to help another PC’s attack. If you required them to make some sort of bespoke flanking action instead of their normal attack, the benefit to the other player would need to be larger than the potential damage of the attack they passed up. But if you instead rule that they can take a penalty to their attack to grant a bonus to their comrade’s attack, that’s a lot easier to balance.

Alternatively, if a PC is spending an action to do nothing except set something up, then the benefit of successfully setting it up should be, at a minimum, granting a full bonus action (either to their future self or another PC). For some reason, this can often feel as if it’s “too much,” and there are systems and situations where trading one type of action for another isn’t balanced (so I’m not saying that every set up should be granting a blank check). Keep in mind, though, that even with the exact same action, simply delaying when it’s taken from the moment of setup to the moment of payoff is already a disadvantage (albeit it balanced by the potential benefits of being able to batch actions up).

FURTHER READING
The Art of Pacing
The Art of the Key
GM Don’t List

Shards of the Stone (Obsidian Studios)

Shards of the Stone is a veritable tome – weighing in at 400 for the bargain price of $25. Every page is full of information, its production values are high, its premise interesting, and its potential seemingly limitless.

Review Originally Published in Games Unplugged (December 2000)
Reprinted at RPGNet – May 22nd, 2001

Before time and space existed, there were the Progenitors. These Progenitors gave to their Progeny – the fabled avatars of the five and twenty elements – the Stone. The Progeny were to imprint their values into the Stone, creating a mirror of perfection. But something went wrong – whether by design or accident is unknown – and the Progeny began to squabble. The Stone shattered into countless Shards, ruining the perfection of the world which had existed. The true world was smashed into splinters.

Shards of the Stone is a veritable tome – weighing in at 400 for the bargain price of $25. Every page is full of information, its production values are high, its premise interesting, and its potential seemingly limitless. Despite all this, though, I find myself with nagging doubts as far as this game is concerned. Too many errors of execution seem to flaw what would otherwise be a beautiful gem.

First the good stuff: The first fifty pages of Shards details a rich cosmology and world structure, setting firm foundations for future world design. The intention is that various “Realms” (created by the titular Shards of the Stone) will be detailed in subsequent world books over the course of the future, and eventually all of these Realms will be brought together – creating a dynamic atmosphere for adventure in the mixture of various fantasy archetypes. The rulebook as a whole – which uses the previously established FUZION system – is exceptional: Proving itself useful to both beginners and experienced players through a wealth of guidelines and campaign tools.

Although at first glance, the book looks really great, as you begin to take a closer look problems begin to appear: The overall structure of the book is well structured, but the page-by-page organization of the material leaves much to be desired – important rules are located in sidebars, which are placed with no seeming relation to the surrounding text; important charts are referenced as being in one place, but actually appear in a different location entirely; and so forth.

The FUZION system itself – which grew out of a synthesis of Hero and R. Talsorian’s Interlock System – has never proven itself to be as robust as its forefathers. A great deal of sound and fury is spent to accomplish very little – as if, whenever the designers realized they could do something in one step, they always chose to do it in two.

Far more worrisome, however, is the absence of setting material. Although the general cosmology of the universe is explained in copious and fascinating detail, the FUZION engine chews up so much space that even in a 400 page book like this you’re still left with no practical information for actually running a game.

Which wouldn’t be quite so large a problem if the promised support material were available. Unfortunately – despite hyping the “future of gaming in the 21st century” through their “advanced” use of their website to foster a community around the game – two months have passed since GenCon and the website still hasn’t been updated. Nor has a single supplement been released.

Shards of the Stone shows a lot of promise, and is probably worth the cover price if the concept interests you at all. Unfortunately, it simply breaks too many of its own promises to receive the ringing endorsement it should have earned.

Grade: B

Style: 5
Substance: 3

Writers: Sean Patrick Fannon, Matt Forbeck, Dan McGirt
Publisher: Obsidian Studios
Price: $25.00
Page Count: 384
ISBN: 0-9674429-1-5
Product Code: OBS1000

It turned out that Shards of the Stone would not, in fact, fulfill its promises. They had an all-star line-up of designers ready to go, but as far as I know, no Realm books were ever produced, leaving the handsome Core book as, basically, a handsome paperweight. I suspect that they were hoping the core rulebook would sell like gangbusters, giving them enough money to produce more books. (A rather common tragedy in the RPG industry.) It probably would have done rather well in the era of crowdfunding, where they might have funded a whole line of books from the get-go.

A version of the book is available on DriveThruRPG, but reputedly the FUZION system has been ripped out and crudely replaced with some other set of mechanics. InterStrike, the current publisher, has also failed to produce any of the necessary supplements.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Tyranny of Dragons & Masks of Nyarlathotep

Q. asks:

What’s the difference between a campaign and adventure? I also see you talk about “scenarios.” What’s the difference between an adventure and a scenario?

The short answer is that, for me, a campaign is made up of multiple adventures and I use “adventure” and “scenario” interchangeably.

To understand why, let’s take a little dive into the history of these terms. Plus, I think it’ll be fun.

The origin of campaign is a military campaign. (Which, in turn, comes from the French campagne — literally the “open countryside” in which the armies are maneuvering. The “campaign season” was when warm weather allowed the armies to maneuver and seek battle; to be “on campaign.”) In gaming, it referred to wargame battles which were linked together, so that the outcome of one battle would influence the next. Notably, Dave Arneson ran a Napoleonics campaign in which a heavily modified version of Diplomacy was used to set up the individual battles. The “campaign” was, effectively, the wider world in which individual battle scenarios were set, and this usage carried over when Arneson invented the modern roleplaying game with his Castle Blackmoor campaign.

This early use of the term “campaign” was also influenced by the open table style of play used by Arneson, Gygax, and other early GMs, with a single campaign being not just the adventures of one group of PCs, but many different groups. It wasn’t unusual to hear the phrase “campaign world,” and “campaign” itself was often used as essentially a synonym for “the game setting.”

This also meant, though, that the “campaign” was the collection of all adventures that took place within that shared setting. As dedicated tables became more common, the meaning of “campaign” shifted. It still referred to all of the adventures taking place in a shared continuity, but for most groups that continuity now consisted of the adventures of a single group of characters.

The origin of module was also quite literal: It referred to any product designed to be plugged into your game. It originally referred to all supplements (the game as a whole was seen as literally modular), but the usage rapidly narrowed to refer only to adventure modules, largely because that’s how TSR referred to its adventure products. This resulted in “module” becoming essentially synonymous with “adventure” or “scenario.” (The latter term, you’ll note, also derives from the “scenarios” used for wargames.) This is significant because… well… what does adventure mean for an RPG?

See, the original D&D modules (e.g., Dungeon Module T1: The Village of Hommlet) were really conceptualized as setting supplements: You’d take the location described in the module and literally plug it into the hex map of your campaign world, keying it to one of the hexes. As play moved away from “campaign worlds” shared by multiple groups, however, dedicated tables increasingly gravitated towards episodic play: The DM would buy an adventure module (Keep on the Borderlands or The Lost City or White Plume Mountain or Steading of the Hill Giant Chief) and that would be the next adventure their group would play through.

(This is also influenced by the fact that many of TSR’s earliest modules were originally created for us in convention tournaments.)

Because these modules were now being used by so many DMs as episodic adventures, it naturally followed that published adventures began being written with this in mind: They’re not just cool places for the PCs to explore; they’re specific premises (rescue the princess! recover the stolen gem!) that point at specific conclusions. (The Day the Old School Died dives into a very explicit example of this.)

This all evolved fairly quickly at the dawn of the hobby, and by the mid-‘80s the terms had settled into a pretty common usage: A campaign was a collection of linked adventures (and that link was usually the dedicated group of PCs who played through those adventures together). And the terms module, adventure, and scenario were all used pretty much interchangeably.

But that brings us back to the question: What is an adventure? Is it dungeon? A mystery? Unraveling a grand conspiracy? Obviously, it could be any or all of those things, and the length/scale of a single adventure can vary wildly. For example, a dungeon adventure could be a micro-dungeon with just a couple of rooms or it could be a large dungeon with multiple levels and dozens of rooms.

This became significant when companies started publishing collections of linked adventures. The original Dragonlance modules — a linked series of sixteen modules (including non-adventure modules) — were notable, with their massive success being followed up by Scourge of the Slave Lords (which collected the original A1 thru A4 adventure modules) and Queen of the Spiders (collecting G1-G4, D1-D2, and Q1), but it was a widespread trend. (For example, this is the same time period in which Chaosium was publishing Shadows of Yog-Sothoth and Masks of Nyarlathotep.) Are these one big adventure or many different adventures? The perception of Scourge of the Slave Lords and Queen of the Spiders was certainly influenced by the fact they were previously published as separate adventures, and they were labeled “Campaign Adventures” by TSR.

The distinction, though, could be (and can be) pretty vague. For example, DLE1 In Search of Dragons was a single large “Official Game Adventure” from TSR, but it’s made up of a dozen different adventure locations. What, if anything, makes it different from Scourge of the Slave Lords? Where’s the line between “investigating a cult” (single scenario) and “investigating multiple branches of the cult, each of which is a separate scenario” (Masks of Nyarlathotep)?

On the other hand, Scourge of the Slave Lords and Queen of the Spiders were still being described as books you would slot into a larger campaign, running them for PCs who would go adventuring before and/or after these mega-adventures/campaign adventures/adventure collections. But these two books were also linked. So were they collectively on big adventure spread across two books? A campaign with two adventures? A campaign made up of roughly a dozen different adventures?

Fast-forwarding three or four decades, we can see that very little of this muddiness has actually changed: Is Lost Mine of Phandelver a single adventure or a collection of adventures? Is the answer the same for Dragon of Icespire Peak, which uses an explicit jobs board? What about Curse of Strahd? That has a single, dominant villain. Is that different from Storm King’s Thunder, which has several independent villains scattered across the world, but all linked to the same current events? And is that different from Rime of the Frostmaiden, which has multiple bad guys with no direct connection, but all operating in the same area? Is Hoard of the Dragon Queen + Rise of Tiamat a campaign when it’s published as two separate books/adventures, but no longer a campaign when it’s published in a single-volume edition? What about when it was published in a slipcase or as a giant boxed set with a bunch of individual adventure booklets?

Or consider a megadungeon. Is a megadungeon a single adventure? Or can you think of the megadungeon as being made up of many different scenarios divided up into separate levels? (There’s a reason why true megadungeons are sometimes referred to as “campaign dungeons.”)

To make a long story short, the line between “campaign” (many adventures” and “mega-adventure” (one adventure, but its scope is vast!) can be pretty fuzzy, and it has been for a long time.

Personally, I think it likely that most “adventures” that last more than ten sessions are likely to actually be a campaign made up of several different linked scenarios. I think this distinction has gotten a little muddier over the last decade because Wizards of the Coast has such a predilection for publishing 200+ page campaign books, but I think it still largely tracks to how most people are using the terms.

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