Campaign Sourcebook and Catacomb Guide

[2] In the July 1990 edition of Games International (Issue 16), the reviewer called this product "a collection of sound advice on how to run a campaign that is leagues ahead of the usual AD&D fare.

[2] He gave the book a very positive review, noting in particular the high quality of the details on mapping, the tips for using props and for creating and presenting vivid NPCs, and the simple guidelines for world building.

[2] He found the chapter rationalizing the existence of dungeons "marginally persuasive and thoroughly entertaining", and felt the book addresses all the questions he had heard from "earnest, troubled young DMs at convention seminars".

[2] He described the writing as "simple, lean, and humorous [...] full of veteran wisdom, play experience, and practical insight into gamer behavior".

[2] He concluded the review by addressing DMs: "Beginners: You want this solid introductory reference for its ironic, practical, and amusing advice on creating, organizing, and presenting role-playing adventures and campaigns.