Terrible Trouble at Tragidore: My First Campaign Was Trash
- Patrick Duggan
- Dec 22, 2025
- 3 min read
--- title: "Terrible Trouble at Tragidore: My First Campaign Was Trash" slug: terrible-trouble-at-tragidore-first-campaign date: 2025-12-22 author: Patrick Duggan tags: [gaming, dungeons-and-dragons, origin-story, 2nd-edition, nostalgia] category: Origins featured: false ---
The Red Booklet
1989. The AD&D 2nd Edition Dungeon Master's Screen came with a 16-page adventure module tucked behind the cardboard panels. Red cover. "Terrible Trouble at Tragidore."
It was free. It was included. It was, by most accounts, one of the worst modules ever written.
This was my first campaign.
What Made It Terrible
The premise: Drow are causing problems in the town of Tragidore. Your party of 5th-8th level adventurers must investigate and stop them.
The problems were legion.
Tournament module as tutorial. "Whose bright idea was it to repurpose a tournament module for characters of 5-8th level as an introductory tutorial module anyway?" Tournament modules have scoring systems and timed encounters. Tutorials need to teach. These goals are incompatible.
The Drow made no sense. They're supposed to be intelligent, secretive, subtle, and lethal. In Tragidore, they're standing around in plain sight with a "master plan" a kobold would find simplistic.
Railroad plotting. One path. No choices. The illusion of agency without actual agency. The DM screen was more interactive than the adventure.
Why It Mattered Anyway
Here's the thing about terrible first campaigns: you don't know they're terrible.
I was a kid. I had dice. I had friends around a table. I had a character sheet with numbers I'd rolled myself. The module was trash, but the experience was magic.
We didn't know the Drow plot was simplistic. We didn't know tournament modules shouldn't be tutorials. We didn't know we were on rails. We just knew we were fighting dark elves in a town called Tragidore, and that was enough.
The module was a vehicle. The vehicle was a lemon. But it still got us where we needed to go.
2nd Edition Purity
I've been thinking about why I insisted on 2nd Edition when my AI collaborator offered to roll up a character sheet tonight.
No feats. No prestige classes. No skill trees. No "builds." No optimization guides. No Drow player characters running around with dual scimitars.
You rolled 3d6 or 4d6 drop lowest. You arranged if your DM allowed it. You played a class that did what the class did. The limitations were the game.
Tragidore taught me this: The system doesn't have to be perfect. The adventure doesn't have to be good. The magic is in the table, not the book.
The Character Sheet
Tonight I rolled up a character for the first time in years. 4d6 drop lowest, arranged to avoid the "zero charisma genius" curse.
STR 9, DEX 14, CON 10, INT 14, WIS 14, CHA 15
Class: Bard. Alignment: Chaotic Good. Deity: Queen Maeve. Weapon of Choice: Sling.
Human Bard. Chronicler kit. Trained by the bard of Sligo. Carries rocks for Maeve. Survived Tragidore.
Still fighting Drow with simplistic plans. They're called threat actors now, and their infrastructure is in Vanuatu instead of the Underdark. The sling is a STIX feed. The smooth stones are IOCs.
Same game. Different table.
The Lesson
Your first campaign will probably be trash. The module will be poorly designed. The DM will make mistakes. The party will do something stupid and derail whatever plot existed.
None of that matters.
What matters is that you showed up. You rolled dice. You made choices, even if those choices were on rails. You told a story with other people.
Terrible Trouble at Tragidore was terrible. It was also the reason I'm still rolling dice 35 years later.
First campaign: Tragidore, 1989. Latest campaign: The Internet, 2025. Same shepherd. Same sling. Different giants.
The STIX feed is free. The blog is for the biopic. The first campaign was trash. We're still playing.
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