the stage play analogy, a campaign would comprise all acts of said play. While each adventure may have its own story arc, they are usually parts of the larger story arc of the campaign. The DM strings individual adventures into this campaign, in which the same PCs fight many different monsters and a few recurring villains; the PCs gain treasure, reputation and power as they go. Such campaigns can last for years or decades, earning a great deal of loyalty from their players. Also, there can be a common theme (e. g., find the Sword of Light) to a number of adventures that may in time become a campaign of sorts. Beyond the campaign is the "game world". This vast construct is typical of many fantasy novels, such as J.R.R. Tolkien's Middle-earth or Robert E. Howard's Conan saga. DMs may choose to run a game based on a published Dungeons & Dragons game world, with the maps and history already in place; such game worlds often have pre-written adventures. Alternatively, the DM may build their own world and create their own adventures. In fiction In the Faiths and Pantheons Dungeons & Dragons campaign, the Faerunian Overgod Ao answers to a superior entity, insinuated to be the "Dungeon Master". References Further reading Dungeons & Dragons es:Dungeon Master ja:ダンジョンマスター