Creative Campaigning
DMGR5 -- 2133
TSR AD&D Rules Supplement Book
Blue Soft cover book with 127 numbered Pages, 1993
Original Price $15 (USD)
An AD&D Rules Supplement to the 2nd Edition Rules for the Dungeon Master Guide.

Many of us have seen this book and many of us probably own a copy, but how many have read it cover to cover?
I have had several copies of this book over the years and had never really read it cover to cover until recently.
That is truly a shame; as I missed out on some really good stuff by ignoring this book.
I feel differently about it now.
Most of the so-called splat books from the 2nd Edition Rules were basically fluff pieces.
Let me try to explain what I meant by that statement.
The so-called splat books basically expounded upon stuff that was easily well enough explained in the Core Rules Books.
The so-called splat books simply added fluff to the rules we were aready using.
More or less... that is a very incomplete blanket statement....
And some of us old D&Ders seldom (if ever) used those books because we prefered to stay rules light....
I suppose you might say we preferred to continue playing D&D in an Old School style.
However; there is a lot of very good information and helpful advice in this book for any level of Dungeon Master and much of the information and advice can easily be used for any role playing game using any format fantasy or otherwise.
Contents:
Chapter 1:
Alternate Campaigns.
Information about setting up campaigns that are not so mainstream.
Campaign ideas that can liven up any gaming groups sessions.
Chapter 2:
Alternative Adventures.
Information about setting up short adventure scenarios on the fly or long term and includes several scenarios with NPC data and story lines.
Chapter 3:
What's Old is New.
How to change the way you manipulate abilities, proficiencies, old monsters, old powers and how to change old Treasures with new ideas.
Chapter 4:
Freestyle Campaigning…
Nuff said there. Good chapter this one is.
Chapter 5:
Handling players.
Includes helpful hints on how to run a game at Conventions and how to handle problem players, with helpful hints on how to get quiet/inactive players more involved in the game.
Chapter 6:
The Grand Tour.
Some information regarding many of the world settings that TSR had published as of 1993.
Greyhawk, Dark Sun, Kara-tur, Al-Qadim, Maztica, Dragonlance, Spelljammer, Ravenloft.
(Forgotten Realms and Mystera are not included)
Chapter 7: The Medieval Mindset.
I LOVE this chapter… and this is probably my favorite chapter in this book.
Includes historical information on how peasants and other people viewed life in the type of settings that Fantasy most often involves.
The information in this chapter alone is well worth the cover price... and more.
This book has 127 pages of goodness in it.
And not just for fantasy either; this book can be a great tool for any
DM in any Game, fantasy, old west, modern times, space, no matter what setting and no matter what type of Role Playing Game you are using.
I highly recommend that those who own a copy read it again and for those who do not have a copy and need some help as a
DM, or need some campaign or adventure ideas… GO GET a copy.
After you read it again (or for the first time) it should be placed right next to your
DM Guide Book.
I have seen copies of this book sell for $5 on E-Bay… and even at the cover price of $15; this book is (
IMO) well worth it.