Doug McCrae
Legend
I was wondering about this. In several places, 1974 OD&D says the GM must have a mega-dungeon ready before play can begin. Wilderness and town adventures are also discussed but they are more of an adjunct to the centrepiece of play, the dungeon, which is vast.First is the insistence that this is the One True Campaign by the rules. That other styles of Campaigns are wrong as they don't follow The Rules set out by the creators of the game. As pointed out by another poster, the original rules were not all inclusive and therefore other emergent styles of Campaign play are no more wrong than developing rules for how a character can jump a gorge. Those who insist or imply that the type of Campaign you describe is the One True Way are the first cause of friction and ill feelings related to this subject among those in our greater gaming community.
There's also a fair amount of material on building a stronghold and fighting involving armies. In some respects, OD&D is halfway between rpg and wargame. It even describes itself as a "fantastic-medieval wargame".
Otoh it says that play does not have to be medieval, that it can "stretch from the prehistoric to the imagined future, but such expansion is recommended only at such time as the possibilities in the medieval aspect have been thoroughly explored."
The most extensive requirement is time. The campaign referee will have to have sufficient time to meet the demands of his players, he will have to devote a number of hours to laying out the maps of his "dungeons" and upper terrain before the affair begins.
First, the referee must draw out a minimum of half a dozen maps of the levels of his "underworld", people them with monsters of various horrid aspect, distribute treasures accordingly, and note the location of the latter two on keys, each corresponding to the appropriate level.
Before it is possible to conduct a campaign of adventures in the mazey dungeons, it is necessary for the referee to sit down with pencil in hand and draw these labyrinths on graph paper. Unquestionably this will require a great deal of time and effort and imagination.
The so-called Wilderness really consists of unexplored land, cities and castles, not to mention the area immediately surrounding the castle (ruined or otherwise) which housed the dungeons. The referee must do several things in order to conduct wilderness adventure games. First, he must have a ground level map of his dungeons, a map of the terrain immediately surrounding this, and finally a map of the town or village closest to the dungeons (where adventruers will be most likely to base themselves).
"Blackmoor" is a village of small size (a one-horse town), while "Grayhawk" is a large city. Both have maps with streets and buildings indicated, and players can have town adventures roaming around the bazaars, inns, taverns, shops, temples, and so on. Venture into the Thieves' Quarter only at your own risk!
Whether this is how the game had to continue is another question. AD&D 1e puts far less emphasis on mega-dungeons than OD&D. Ariosto's preferred playstyle is a very OD&D-influenced brand of AD&D, imho.
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