Advanced Dungeons and Dragons (1st edition)

I have been playing an extensive campaign on and off since 1979. I wanted to have a logical way of introducing some of the really neat technical items found in "Gamma World" and "Traveller" while retaining the essential elements of Magic and Monsters, and a game play system that everyone was familiar with. My answer:

My campaign setting of the Eastlands of the Continent of Arzak, is located on Earth in the year 8003 (currently). The "history" of this world includes a great nuclear war which devastated 9/10 of the planet, and whose radioactive remains gave rise to hundreds of bizarre mutations, which I stipulate as having evolved into the non-human races and the monsters in the Monster Manuals. This way, I could include "ancient" buried missile silos, and the odd technical item like a radio wrist-watch, into the campaign without destroying the essential flavour of a D and D adventure. I have also borrowed heavily (and mangled to keep people guessing) certain elements from the "Thomas Covenant" books by Stephen Donaldson and the "Dragonrider" books by Anne McCaffrey (for example, the "pseudo-dragon" in my campaign has many of the personality characteristics and the unique teleporting skills of Ms. McCaffrey's "fire lizards".

Here's a link to a really way-cool web site on D and D. With lots of characters and programs and links to more web sites than you can imagine.

In the future you can look for more links to D+D related files here, as I find them........


Follow this link to Charles Gregory's Home Page.

Follow this link to Send E-Mail to Charles.