C is for Campaign...the "world" of every Dungeon Master. Now that we have both our approach to the game in mind, and an array of instructional texts, we can dig into campaign creation and maintenance...the main work of any DM running a game.
Of course, first we'll have to unpack the word "campaign" so that we understand what is meant by the term. Most people involved in the hobby these days (those that play 5E) consider a campaign to be a single story arc played out by a specific group of characters with a specific end goal/result in mind. Something like a television series in which each game session stands for one episode, leading to a culminating "finale."
That's not how we use the term in AD&D.
The glossary of the DMG states the following:
Campaign -- General term referring to one DM's adventures as a whole rather than individually. An ongoing series of games based upon a created milieu.
["milieu" being defined (later) in the DMG as 'an unique game setting embodying numerous possible variables in its creation, i.e. the "world" in which adventures take place']
Thus a "campaign" encompasses ALL the adventures taking place on a specific world created and run by a particular Dungeon Master. An AD&D player does not say "Yeah, we're playing Storm King's Thunder" or "Yeah, we just finished Curse of Strahd." Instead, an AD&D player might say, "I'm a regular player in JB's campaign," or "I play in Julie's campaign on Wednesdays, but we also do a once a month game in Tom's campaign."
It is important to understand this distinction. The Temple of Elemental Evil (for AD&D) was not a "campaign," neither was Gygax's GDQ series (Against the Spider Queen). the Slaver series, nor Saltmarsh. All these were modular adventures that a DM could include in their game world...they did not represent the beginning of a campaign, nor its end. A Dungeon Master's campaign is a persistent world that players will enter (via their characters) in order to participate in adventures.
The actual (non-D&D) definition of the term campaign is:
an organized course of action to achieve a goal
With examples provided such as military campaigns, political campaigns, and advertising campaigns. Viewing these examples, it is understandable (especially given WotC's commercial strategy w.r.t. selling product) that modern D&D players believe a packaged story, like Hoard of the Dragon Queen, provides a discreet "campaign" experience. After all, it has an organized series of game sessions with an achievable goal (the story ending of the adventure). Meanwhile AD&D's open-ended "eternal play" appears to have no goal whatsoever.
And yet it does. The AD&D campaign "goal" is the achievement of power and prestige by the players, such that they have a dramatic impact (or leave a mark) on the world created by the DM. The "organized course of action" is the series of adventures that lead to that goal: wealth and power (in the form of experience points). The Dungeon Master's role is in providing that organized structure...the challenges the players face, the rewards the players reap...in pursuit of their goal.
This is not Legends & Lattes that we are playing.
So it is that the campaign building advice in the DMG (really "world building" advice) comes into focus for the prospective Dungeon Master. DMs are advised to start small (with friendly village and a local dungeon to explore) because the task of building a world takes time and effort, and there is no need to overwhelm either the players or the DM right from the beginning. Deciding to be an AD&D Dungeon Master means committing to the long haul. Yes, you can play one-offs and Saturday Night Specials and convention games with pre-generated characters, but this is hardly the means to achieve true satisfaction. It does not play to the STRENGTH of the AD&D game, which is designed specifically with long-term campaign play in mind.
The world should be persistent. The players and dungeons...those things are transitory and mercurial.
Thus, the beginning: once you've decided that you want to be an Advanced Dungeons & Dragons DM, you start your vocation with the creation of your world. It need not be created from whole cloth...you can use local geography or the setting of your favorite fantasy franchise or a historic place and time from the real world as your inspiration. The broad strokes are largely unimportant at the beginning...instead your players will be focused on what their 1st level character can do, and how they can best work with their teammates towards their common goal of survival and profit in adventurous (i.e. dangerous yet rewarding) undertakings. When a player sits down to play, they are not interested in the political landscape or historical timeline of your imaginary world...what they WANT to know is "where can I find some treasure?"
Because that's the game.
Everything else comes after. You, O DM, have a triple responsibility on your plate, which should be understood from the moment you pick up your DMG and say, "I'm starting a campaign." Those three duties are as follow:
#1 Running the game at the table
#2 Preparing adventures for the players
#3 Building the world in which the adventures take place
All three of which (together) constitute your campaign. If you are shirking any of these three things, your campaign will flounder and die. Your reputation as a Dungeon Master (whether or not such a thing concerns you) is based on these three elements...be assured that players will judge you on each of these, although that judgment will not necessarily be harsh. After all, it is difficult to harshly judge something you yourself are unwilling to do.
["Oh, yeah, Lucy's campaign is a really intense with all cool stuff going on in the background, but she doesn't have a great grasp of the rules." "Well, Bill, is GREAT at running the game and does all these cool voices for the NPCs and stuff, but his dungeons are all these five-room affairs with almost no treasure...what's up with that?"]
As an AD&D Dungeon Master, you own your campaign...the good and the bad. This ownership gives you tremendous power: the amount of care and work you put into it is directly on YOU and, thus, completely under your control. You can put in as much time and effort as you can when it comes to learning the rules, designing your adventures, building up the world. Yes, you start small (just as Gygax suggests), but over time, little by little, the world of your campaign grows and expands, with more things for players to explore, more things with which players can interact. Just as the experience of running the game makes you more proficient at running the game, just as writing adventures gives you more practice for future adventures, time and effort lumped on top of itself creates something that you can...eventually...look at and say, wow.
Your campaign is not about the players or their characters. It exists INDEPENDENT of players and characters. Players join and leave campaigns...for all sorts of reasons. Characters die or retire or disappear when their players leave. What remains is the campaign that YOU, O Great and Powerful Dungeon Master, have created.
And unlike the approach of 5E Dungeon Masters, there is no reason to "start" and "stop" a campaign. The campaign need not have an end point at all...why throw out all the work you've done? Want a new city or country or dungeon? Insert it. Want a new race to be available to the players? Have them discover it (look at Gygax's introduction of the Drow and Svirfneblin). Don't like a race or monster that's already in the campaign? Have a mysterious plague wipe them all out. Throw fiery mountains at parts of the world you dislike (just like Dragonlance's "Cataclysm," or Alphaks's meteor in the Mystara setting). Have other locations mysteriously appear out of interdimensional gates like Rifts's Atlantis or out of magical mists like Shangri-La and Brigadoon.
The campaign is YOUR world. Do with it as you want. Erase parts of the map and re-draw them. O you want to throw down the Tomb of Horrors now that your players' characters are high level? Do so. Why haven't they heard rumors of Acerack before now? Because his tomb is off in the wilderness and news travels slowly in a horse-riding culture, unless you happen to live in the vicinity of the area in question. Have a wandering traveller appear with rumors and legends from far off lands and faraway places. Have the PCs take a ship to get there. Jeez, pal, put those naval rules to the test!
Once you start seeing the campaign as yours...as a part and extension of yourself, utterly un-beholden to players and their PCs...it gives you an amazing amount of freedom. Your campaign becomes perpetual...it exists so long as YOU exist...whether you are running it Saturday night or not.
It took me a long time to figure this out. These days, every game of AD&D I run are set in my campaign. Doesn't matter whether I am running an adventure for strangers at a convention, or for my "regulars" (my kids and their friends). Every adventure I create, every game-able situation I imagine, gets placed in my campaign world, making for a richer and richer tapestry with time. You can share your campaign with another DM...I've done this before and, in fact, have an agreement with my son that he can share my world when he is DMing. You can even publish your campaign notes and adventures like Gygax did with his World of Greyhawk. But doing so doesn't make it any less yours. Even if you set it down for a few months (or years!), you can always pick it up again, right where you left off.
You are your campaign. Give it the same respect you give yourself.
