Wednesday, September 24, 2025

Retrospective: Vikings Campaign Sourcebook

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One of the best examples of this spirit of experimentation is the Historical Reference (HR) series, the so-called “green books” published between 1991 and 1994.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.

More than three decades later, the Vikings Campaign Sourcebook deserves to be remembered not just as a curiosity but as evidence that AD&D Second Edition was more interesting and more daring than its detractors usually allow. Mechanically, it has many flaws, but it also captures something essential about both D&D and the Norse material it adapts, namely, the thrill of stepping into a world where myth and history intertwine and where characters stand larger than life. For Dungeon Masters curious about running Viking adventures (or simply looking to mine inspiration) Cook’s book still has much to recommend it, as do all the books in the HR-series.

12 comments:

  1. Ken Rolston did GAZ7 Northern Reaches for the BECMI line Gazetteers in 1988 covering the Viking influenced nations of the Known World - Ostland, Vestland and Soderfjord. No new classes I think, but it did have an extensive rune magic section.

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  2. There's plenty of 2E material that is useful for 1E with at most minor adjustment, and the HR series is a major source of it. I particularly like the Celts book, but they're all interesting.

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  3. I loved that series and wanted to play all of them. I had the Charlemange and the Vikings books, but the only one that managed to see play was A Mighty Fortress. Three Musketeers leavened with a hefty dollop of Ravenloft! Great times.

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  4. My criticism of rules in this period of TSR is that a lot of things were written down and published without ever being played, so the rules are often no better than what you'd make up in your own head. Is that the case here? How does it match up to ICE's Vikings (1989) and GURPS Vikings (1991)? Has anyone played any of these - which would people recommend?

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    1. ICEs Vikings was quite playable as it stood - It had their characteristic percentile tables for storm wave depths and effects on your ship! Rolemaster critical detail cranked up to 11. You could definitely play it, and we did.

      HOWEVER, I don't think Green Book Vikings was ever intended to be "played" per se. It was much more intended to be read as active background, by the DM especially but also any players so that the "shared imagination" at the table could richly detail the campaign. Yes, there are a few (very, very few, relative to I.C.E. Vikings) tables, but even most of them (IIRC) were lists for random relevant magic items, and stuff like that, not action resolution stuff.

      The books (other than mechanics, of course) are therefore somewhat complementary. However, from TSR's perspective, this is the real problem with the Historical Reference series: despite their unique content, and maybe because of the uneven quality of the series (some of them are little more than history textbooks with a "oh hey add this to your game" vibe, while others provide historical architecture for gameplay), there just wasn't quite enough reason to pick up most of the green books.

      I'd argue Vikings was an exception. I think of it more fondly than most, but it is an excellent universal resource.

      I never picked up GURPS Vikings, but it is GURPS, so it is likely both good and semi-useless for players, and good-to-great and highly supplemental for referees. But it was likely not widely played, because GURPS' success was not in the number of players, but in the number of readers.

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    2. From my look at the ICE vs the TSR books, they actually look very similar. The majority of both is fluff such as history/culture with maps and timelines and layouts. The ICE one does have more directly gameable material - such as stats for the new monsters, random encounter charts, adventure hooks - but that appears to be in addition to the stuff that the TSR one has.
      I did a quick comparison of one of the obvious things they have in common - a list of viking names - and of the male names begining with V chatGPT says the ICE list is better, the TSR one has lots of suspect names and is missing lots of common ones.
      Interestingly the ICE one is written by Lee Gold, editor of Alarums & Excursions. I didn't realise she wrote some published supplements.

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    3. Lee is also author of Land of the Rising Sun for Chivalry & Sorcery and GURPS Japan as well as the RPG Lands of Adventure.

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    4. I'd argue that Rolemaster Vikings worked better mostly because Rolemaster the game was less distinct in "official" game environment and atmosphere. Our GM's imaginary continent relied on no I.C.E material, and could tack on a really fun excursion to the island of Bracklosbania or whatever he called it, where we had to team up with a small (human) Viking flotilla to survive the coordinated attack of a ghost ships, some famous Norse giant, and water monsters during a squall. Because it was Rolemaster, it could all be mechanically resolved (after about 4 hours, not counting set up!) We ended up campaigning with the Vikings back to their homeland to be honored as foreign friends.

      This was before the Green Book ever came out, but I do think the Green Book had stuff that had D&D-specific enhancements, but I should mention that I was hardly playing that game at that point: I was immersed in Rolemaster and running a remarkable **campaign** in Paranoia whose conspiracy went way deeper than the satire ever intended, but mostly nearly all my friends had moved away from pulpy "good thieves" D&D. So whether it was good or bad, (I think pretty good), Green Book Vikings just came at the wrong time for me.

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  5. If you look at the timelines given in the Viking, Charlemagne, and Celts, you could use all three books set around 800 AD. It would make an epic Medieval campaign.

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  6. I have read several icelandic sagas and generally take an interest in viking related stuff, though not recent depictions of them so much, and I was impressed with the TSR Vikings sourcebook. David Cook really did his homework.

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  7. I hated these books (but loved 2e) because they had the depth of your average newspaper article. waste of paper, could have been a memo

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