| Dragon | - | Races | - | Dragon 62 |
| - | - | 1e AD&D | - | - |
Running a campaign wherein everyone is of
a certain race,
creed, alignment, or the like can be very
interesting. Certainly it
doesn’t have all the variety that regular
Dungeons & Dragons has,
and should be used only as a sideline to
the main action in a
campaign. It can, however, provide a stronger
feeling of group
cohesiveness, allow for group goals that
are more easily agreed on
by everyone, and in a well-run game, it
can give the players a strong
feeling for the role and capabilities of
that race, alignment, etc.
This article will give some ideas to those
Dungeon Masters who
have players with a special fondness for
being short, bearded, axe-toting, and who smile when the DM announces an
orc encounter.
In AD&D,
dwarves can work as Fighters, Thieves, Fighter-
Thieves, Assassins,
and Fighter-Clerics. Usually this last category is
not allowed, but I would make an exception
in an all-dwarven
campaign, to give the party a chance to
conserve its strength; dwarven Fighter-Clerics, of course, will interact
only with other dwarves.
Most times there will be little problem
in mixing alignments in all dwarven expeditions, as the dwarves are generally
united against the
many enemies they face in the worlds they
occupy. Most dwarves
are LG, though some worship Norse
gods and are more
chaotic good. Dwarven Assassins tend to
be lawful evil, and may
function as spies and guerrillas in dwarven
adventures; Thieves and
Fighter-Thieves make excellent scouts.
It is very rare for dwarves to <cf. Scout>
fight or steal from other dwarves, and
brotherhood should be carefully emphasized by the Dungeon Master.
Traditionally, dwarves have fought against
a number of creatures more or less constantly for millennia. At some time
in the
remote past, it is usually assumed in campaigns
that dwarves and
elves had a falling out (as in Tolkien’s
mythos). A lot of animosity was
created between the races at the time,
but has largely been modified
today to a mutual dislike. Dwarves and
men have fought at times for
the gold in the dwarves’ horde, and roving
gangs of brigands,
bandits,
thieves, and so on are a major concern. Dragons
have an
even stronger lust for treasure, and in
the past have decimated
dwarven strongholds for their wealth. At
rare times, a greater
demon,
devil, or Wizard will draw plans against
the mountain race.
Ogres
and giants have attempted to impose their
will upon the
smaller folk many times, and dwarves have
learned special tactics
against them (fighting so well that the
giants get a -4 to hit when in
combat with them).
The most hated of all enemies, however,
are the “goblin-races”
of the kobolds,
goblins, orcs,
and hobgoblins. The wars between
dwarves
and the goblins and orcs have a history almost beyond
memory, and the mutual hatred seems inborn.
All of the dwarven
players in my campaigns have related to
this idea very well, and few
have passed up a chance to deliver a well-aimed
hand axe or
crossbow bolt in an orc’s general direction.
Even the shy players
have opened up to do combat with an orc
patrol, or use their
multiple-strike-per-melee-round fighting
ability against goblins and
kobolds to carve a highway through their
armies. Setting up encounters with the above creatures can deepen the feeling
of kinship
among the dwarven players and guarantee
a lot of excitement in the
game as a whole.
For a general backdrop to an all-dwarven
adventure, a history
something like Tolkien’s
should be used, describing a glorious past
now in shadow because of the depredations
of various monsters.
The DM should draw out and describe the
dwarven caverns from
which the group hails, including rumors
and knowledge of other
dwarven lairs, families, lejends, and the
like, as well as locations of
suspected or known monster lairs.
From this point, missions and individual
adventures take shape.
Perhaps a pass has been noted through which
orcs drive their wagon
trains of stolen goods, or a valley where
a hill giant lives who slew a
dwarven chief some years ago, or a spot
where warg-riding goblins
on scouting missions have been known to
stop. Rumors of special
treasures may crop up in the writings of
the dwarves’ small library,
leading to a Rod
of Resurrection (vital to the characters’ survival
unless a human Cleric NPC can be found,
as dwarven Clerics cannot
reach the level necessary to perform a
Raise Dead). <revise with UA>
As the characters become more powerful and
their clan horde
fills, the treasures searched for may likewise
expand to include
searches for mithril or adamantine armor,
artifacts, and fabled gems.
What the adventuring dwarves do with their
treasure is up to them,
of course, but the option should be open
to donate to the clan horde
to benefit all the dwarves.
If the characters reach very high levels,
they might even take charge of the clan
or even the family of dwarves
they come from.
In any case, the DM must be careful not
to make this a “giveaway” campaign, or the rewards gained become cheapened.
Always there are the enemies of the dwarves,
and they are powerful,
though they may not be cohesive.
An all-dwarven group can provide an interesting
change of pace
for a campaign, particularly if a group
seems to enjoy hand-to-hand
combat and loathes orcs. Dwarves are more
than just another unusual member of a dungeon party; they can carry a campaign
in their
own right.