Saturday, 18 January 2025

Solo Advanced Dungeons & Dragons First Edition: Campaign Development

This is the process I have followed to get my campaign up and running.

By following these steps you have a template which helps focus the mind and channel creativity. I've found it of immense use in avoiding drift. 

The gods of Law must be strong on this Plane!

1.  Have a starting base for the characters. Generate a settlement that will act as the PCs home and safe zone. This should be a large village, small town or military stronghold.

2.   Have at least one defined place of mystery nearby within 15 miles of the base

3.  Generate the starting hex by establishing the dominant terrain. This will be 15 miles and divided into 3 miles sub-hexes where specific terrain is generated per DMG p173.

4.   Create the Player Character starting party using the tables in DMG p175-176.

5.  Generate the Inn that the characters are based in with a compliment of patrons and occupants

6.  Establish the first adventures and missions using the adventure generator in the local and surrounding area.

7.  For the initial adventure perform a delve in the local place of mystery as the first mission selected

8.  Once the party has completed their first adventure the campaign should develop organically with selection of missions from the adventure / mission pool in the Inn and from the settlement’s inhabitants

9.  Run a calendar system to govern the passage of time in the campaign. Don’t extend too far forward for any character or group. Advance this in line with the passage of real time. Start new character parties to fill in for down time and gaps. Use interactions and discoveries to shape the campaign and develop the world setting.

 The last of the core books. Power to the pig faced Orc!



Solo Advanced Dungeons & Dragons First Edition: Principles

So here are my guiding principles which I'm going to follow in my solo games and interpretations of the game system.

Strive to use the Rules as Written.

Use the DMG /PH rules tables as a means of populating derived encounters, events and NPCs tables for solo play.

Keep modifications to a minimum and use the rules tables to interpret where possible.

Use judgement to rule on any inconsistent or illogical results and outcomes.

Let the dice determine outcomes and push the adventure forward.

Here is my PH - it is in dreadful condition - but still my precious!



 

 

Solo Advanced Dungeons & Dragons First Edition: Introduction

I was rummaging around in the garage the other day and came across a box that contained some of my table top role playing stuff from way back in the late 1970s. I rescued the majority and took them inside to my room and a thought came to me as I liberated my books. I'd been mulling over doing some solo role playing and had seen a few examples on YouTube so why not use my old school games and give them an outing as solo projects.

I had actually played quite a lot of solo gaming back in the 1970s/early 80s so why not give this another go with the benefits of hindsight and experience. The first game I want to try out is AD&D First Edition. This has an enormous amount of solo friendly features and with some creativity and imagination this could be brought back for a "modern audience".

I have started the process, rolled up characters and developed a campaign setting. I've been pleasantly surprised by how enjoyable and immersive this has been. I'm planning to post regular updates detailing my game sessions and showing my ideas and rules modifications that support the generated milieu and adventures.

Some principles that I've tried to adhere to as much as possible are to use the rules as written, employ all the rules such as encumbrance, weapon factors and spell components and obey the rulings of the dice in all instances.

Here is my DMG. As you can see its very well loved!