Campaign Sourcebook and Catacomb Guide

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:Purchase PDF from Dungeon Masters Guild
* Credits
* Introduction
==Chapter 1: Logistics of Play==
* Logistics of Play
* Gaming Etiquette
** Be Prepared · Hosting a Game · Courtesy to the Host · Courtesy to Others · Prerolling Characters · Opening Ceremonies · Refreshments · Distractions · Be Kind to the DM · Be Kind to the Players
* The Administrative DM
** One World, Many DMs · One Player, Many Characters · Visitors from Other Worlds · New Players · Hosting One Shots
* General Delivery
** Don't Manipulate! · Never Favor Characters · Never Punish Characters · Never Choose Sides · Always Maintain Game Balance
==Chapter 2: Styles of Play==
* Styles of Play
** Hack-and-slash · Thinker · Righteous Roleplayer · Historical Simulation · The Silly Game · Monty Haul · Novel Style Play · Wargamer · Political Play · Eclectic
* How to Prepare
** Scenario One · Scenario Two · Scenario Planning · Background Information · NPC Statistics · World Update · Character Update · Alternative Scenarios
* Be Prepared!
** Allow Time to Design · Get Organized · "Know thy Stuff!" · Establish a Background · Your Changing World · The Passage of Time · A Note On Alternative Scenarios
* Winging It
* Player Preparation
==Chapter 3: Pacing and Theatrics==
* Pacing and Theatrics
* Pacing the Play
** Get the players moving · Create Unusual Puzzles · Dead or Alive? · Comic Relief · Keep things lively · Encourage Rapid Play · Avoid Splitting Up · Plan Breaks · Know When To Quit · Scripting an Adventure
* Building a Dramatic Environment
** Playing Pieces · Props · Mood Music · Smells · Player Handouts
* Suspenseful Disinformation
** Misperceptions · Loose Lips Sink Ships · Messy Maps · Magical Misinformation · You Talk Too Much · Fear and Loathing
* Funny-Ha-Ha
* DMing in Full Color
** Set the Scene · Presenting NPCs
* Make Encounters Dramatic
** The Threat of Failure
* Ban Gamespeak
* When Rules Get in the Way
* Character Mortality
** Alternatives to Dying
* Fudging or Constructive Cheating
==Chapter 4: Uses of Judgment==
* Uses of Judgment
* To Interpret the Law
* Leaving the Rules Behind
* Danger! Danger!
* Presuming They are Heroes
* When Reason Fails
** Basic Presumptions · Escaping from Monty Haul · Super Characters · Changing Reality
* Rules Lawyers
* Player "Personalities"
* Off Nights
* Intra-party Treachery and Backstabbing
* Player Feuds
* Pettiness
* Me-Against-Them Mentality
* Experts
* Know-it-alls
* When Players Cheat
* When DMs Cheat
* Rudeness
* When Nature Calls
** He's dead Jim! · Sleeping Beauty · There's No Place Like Home · Into the Bermuda Triangle · Polymorph to NPC · Changing Hands
* Shut Up, You're Dead
* Never Say Impossible
* Overdone Independent Action
* "No, wait, I change my mind."
* Gaming Too Often
* Insufficient Players
* The Too-big Party
* DM Burnout
==Chapter 5: Creating the Campaign==
* Creating the Campaign
* Dividing the Work
* Involving the Players
==Chapter 6: Creating the World==
* Creating the World
* A Big Job Made Easy
* Getting Started
* Campaign Overview
* Realism versus Fantasy
* World Building
** Choose a Scale · Start at the Bottom · Work up to the top · Place It On the Planet · Just Add Water! · What's for Desert? · Planting Forests · Other Common Features · Large-scale Details · Points of Interest · Things Fantastic
* Zooming in for Detail
* Filling up on Flora & Fauna
** Ecology Overview · Common Creatures · Big Animals · Major Predators · Placing Plants
* Populations
** Select the Races · Culture Levels · Building Cultural Character · Population Centers
* A Walk through History
* Behold the Works of Man
* Social Structure
** Social Class · Countries · Governments · Economics and Taxation · Good & Evil Societies
* Mythology and the World
** Building a Mythos · Good versus Evil · Archetypal Gods · The Decadent Deity · Evil Deities · The Role of Mankind · Monsters & Mythology · Creating Religions
* Fantasy
* Afterthoughts: Using Other Sources
==Chapter 7: Maps and Map Making==
* Maps and Map Making
* Basic Mapping Considerations
* Tools of the Trade
* What Makes a Good Map?
* Map Types
** World Maps · Regional Maps · Encounter Maps · Diagrams
* Mapping Scales
* Maps without Grids
* Mapping Symbols
* Using Color
* Simple Maps—Orthographic Mapping
** World Maps · Regional Maps · Encounter Maps
* Perspective Mapping
** Selecting a Starting Point · Drawing the Map · Mapping Symbols · Horizon Lines
* Tips & Tricks
** Consistency · Making Handouts · Superimposing grids on Maps
* Mapping with Authority
** Topographical Maps · Books on Caves · Books on Castles · Geography Books · Art History Text Books · Architectural History Books · Books on Ancient Civilizations · Other Sources
==Chapter 8: Creating the Adventure==
* Creating the Adventure
* Evaluating the Players
** Adventurers · Problem-Solvers · Role-players
* The Importance of Story
** Theme · The Tale is Told · Plots & Subplots · Personal Involvement · Plot Complications and Twists · Hooks · Story Development · Climax · Suspense, Drama, & Humor · Success or Failure · Multiple Story Lines
* Campaign Style
** The Linear Campaign · The Open Campaign · The Matrix Campaign
==Chapter 9: Making NPCs Live==
* Making NPCs Live
* Where to Start
* Creating Character
** A Bit of Background · Producing a Past · Personality Traits · Motivations · Physical Appearance
* Portraying the Character
* Believability
* Acting at the Table
** Mug it Up · Move Those Hands · Speak In Character · Vary the volume · Hearing Voices
* Presenting Special Character Types
** Mundane Folk · Children · Persons in Power · Demihumans · Monsters · Magical Items
* Improvisation on the Fly
* Going for the Funny Bone
** Broad Characterization · Slapstick · Situational Comedy · Parody · Satire · Puns
==Chapter 10: Dungeon Settings==
* Dungeon Settings
* The Disadvantages of Dungeons
** Construction Time · Expenses · Worker Safety
* Advantages of Dungeon Construction
** Aerial Attacks · Magic Spells · Traditional Siege Tactics · Refuge · Other Underground Structures · Mines · Animal Burrows · Natural Caverns · Unusual Dungeons
==Chapter 11: The Dungeon Campaign==
* The Dungeon Campaign
* The Psychological Environment
** Isolation · Alienation · The Home Field Advantage · Controlability
* The Physical Environment
** Cave-Ins · Darkness · Flooding · Oxygen · Fires · Noxious Gases · Toxic Gases · Explosive Gases · Low Temperature · High Temperature · Line of Sight · Loadstone
==Chapter 12: Generic Dungeons==
* Generic Dungeons
** The Great Pyramid
** The Primitive Temple
** The Modern Temple
** The Limestone Cavern
** The Beehive Fort
** The Castle on Moors
* Typical Map Symbols
* Forced Perspective Map Grid
Category:Dungeon Master's Guide Rules Supplements