Perhaps it's simply a facet of my getting older that I can now look back on AD&D Second Edition with a lot more equanimity than I once did. Mind you, I've been traveling this particular road for some time now, but, lately, I've found myself thinking ever more fondly of 2e, which I know is heresy in certain old school circles. Earlier in this blog's existence, I accepted without question the received wisdom that Second Edition heralded AD&D's decline. After all, it was the edition that promoted railroad-y adventure design, unnecessary rules complexity, and an endless parade of splatbooks. There’s some truth to those criticisms, but, as is often the case, the reality is more complicated. As I mellow in my old age, I’ve been struck by just how many interesting, even innovative, things TSR attempted under the 2e banner, even if not all of them succeeded.
One of the best examples of this spirit of experimentation is the Historical Reference (HR) series, the so-called “green books” published between 1991 and 1994. These seven volumes attempted to show that AD&D 2e could serve as a kind of universal fantasy engine, capable of handling settings well outside the game’s usual mold. Importantly, they weren’t intended as dry exercises in historical simulation. Instead, they leaned into a blend of history, legend, and myth, presenting material grounded in real cultures but always leavened with enough fantastical elements to remain recognizably D&D.
The first entry, the Vikings Campaign Sourcebook (1991), written by 2e’s chief architect, David “Zeb” Cook, set the tone for what followed. Vikings had been part of D&D’s DNA from the beginning. Deities & Demigods included Odin, Thor, and Loki, while Gygax’s Appendix N highlighted Poul Anderson’s The Broken Sword, a novel steeped in Norse myth and heroic fatalism. Cook was tapping into a deep well already familiar to most players and the Vikings Campaign Sourcebook offers Dungeon Masters and players alike a toolkit for adventures inspired by the Viking Age.
The book begins with a broad overview of Norse society (law, honor, family, and daily life) along with a timeline of major events between the years 800 and 1100. Cook wisely avoids the caricature of Vikings as nothing more than berserk raiders, instead presenting them also as explorers, traders, and settlers. This emphasis on cultural breadth is, in fact, one of the book’s strengths and I find I appreciate that aspect of it even more now than I did when I first read it.
Character options include modifications to the standard AD&D classes, along with two entirely new ones, the berserker and the runecaster. It’s an odd choice to present these as separate classes rather than kits, especially since The Complete Fighter’s Handbook (released a couple of years previously) had already popularized kits as the preferred method for customizing characters. Whether this was simply Cook experimenting with format or an editorial decision from TSR is unclear, but it does highlight how much the HR series was still finding its footing. Additional rules cover equipment, magic items, and monsters, many of the latter being existing AD&D creatures modified to fit Norse myth more closely.
One of the book’s most enjoyable sections is its gazetteer of the Viking world, which is simply medieval Europe as seen through the eyes of the Norse. This is accompanied by a full-color foldout map, a TSR flourish I’ve always appreciated. In fact, I find this gazetteer and map more immediately inspiring than some of the book’s rules material, though that says as much about my own tastes as it does about Cook’s writing.
It must be said, though, that the Vikings Campaign Sourcebook is not an in-depth exploration of Norse history or culture. It was never meant to be. At 96 pages, it can only sketch the outlines of the period, leaving the DM and players to fill in the gaps with their own research or imagination. In that sense, it succeeds more as a primer or springboard than as a comprehensive treatment of its subject.
Despite this, the book plays well to AD&D’s inherent strengths. Heroism, exploration, and myth were already central to the game’s ethos and Cook’s presentation provides just enough historical texture to make a Viking campaign feel distinctive without drowning it in pedantry. For all its limitations, the result is a supplement that feels genuinely usable at the table.
Re-reading it now, I’m struck by how emblematic it is of TSR’s adventurousness during the 2e era. This was the same period that produced not only the Complete Handbook series and the later Option books, but also settings as varied as Dark Sun, Spelljammer, and Al-Qadim. The HR series was part of this broader impulse to push beyond “generic fantasy” and explore what else AD&D could do. The Vikings Campaign Sourcebook may not have been perfect, but it was ambitious and I think that matters.
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