Vol. XII No. 2 of Dragon Magazine.
Cover Art: On the night of a full moon, two youths forge a sword of great magical power - a
flame tongue, perhaps, or a blade of elemental force. Donald Clavette, an artist from Woodbury, Connecticut, reveals the mystic glory of magic in his cover painting for this issue. (from the contents page)
This issue featured:
The Arcane Arts: A step into the world of sorcerers and wizards - 3 articles for those who like to play with fire.
It also listed the "Gamers' Guide," which was an index of all the advertising in the issue and "TSR Previews," a list of upcoming products from TSR.
A life lesson learned from the loss of a D&D character.
Cover art prints, Where\'d it go?, and Oerth and Krynn.
The Overseas Military Gamers Guide
A listing of, by, and for overseas gamers, including american military personnel.
Opinions and observations from our readers.
Music of the Forgotten Realms: Background notes (ahem) for all FORGOTTEN REALMS AD&D campaigns
What instruments do the bards of the Realms play? Find out in this article for Advanced Dungeons &
The Mystic College: Magical academies for AD&D sorcerers
The stronghold and home ground of all magic-users in Advanced Dungeons & Dragons.
Fire for Effect!: Magical fires are a lot hotter than you'd think
A look at the real-world effects that fire- and lightning-based spells would have on people and objects in
Arcane Lore: A new column of spells and enchantments
Original spells created by readers for Dungeons & Dragons/Advanced D&D: Flare, Smokescreen, Enchanted
Lords & Legends: A new column of characters and adventurers
Four Oriental Adventures heroes for Advanced Dungeons & Dragons: Yoshitsune, Benkei, Hsu Hsun, and Miyamoto
Gamers Around the World: Putting the World Gamers Guide to use
Want to share your adventures with someone far away? Read on and write!
The Ecology of the Giant Leech: Not all assassins kill with their hands
A tale of monsters and men - and the thin difference between; Monster feature on the Giant Leech for Advanced
Time Flies...but these tables will pin it down for you
Better than a wrist sundial: five time-tracking charts for Dungeons & Dragons/Advanced D&D.
Just Making Time: No two calendars (like worlds) need be alike
The joys and horrors of fantasy calendars: creating a consistent calendar for your fantasy campaign.
Q&A about the Dungeons & Dragons Expert and Master Sets.
When the old words are erased, new writing appears...
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Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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