Vol. X No. 2 of Dragon Magazine.
Cover Art: Clyde Duensing III, whose work is gracing our cover for the first time, makes a point of
not giving titles to his paintings, feeling that the image is more important than its identity. So you can call this painting whatever you want to - as long as you're not too cryptic about it. (from the contents page)
This issue featured
Treasure Trove II - a section on new magic items for AD&D, and the ARES Section - 16-page spotlight on SF Gaming.
It also listed the "Gamers' Guide," which was an index of all the advertising in the issue, and "Coming Attractions," a list of new products from TSR.
The transition starts now
How DRAGON Magazine is going to handle the transition between pre- and post-Unearthed Arcana articles.
A gorgon and its gas, Take our word for it, Turning on the table, Chariot of confusion, and Shorter not
Opinions and observations from our readers.
The neutral point of view
Examining the territory between good and evil in Advanced Dungeons & Dragons.
Tables and tables of troops: Many factors affect followers for fighters
An expanded system for determining followers for high-level fighters in Advanced Dungeons & Dragons.
The Ecology of the Will-o-Wisp
All about the ghostly \'corpse lights\' for Advanced Dungeons & Dragons. (monster feature)
That's Life in the Big City
Advice on creating authentic urban environments for medieval fantasy games.
The Role of Books: Fiction to inform, inspire, and entertain gamers
Book reviews of: \'\'Crewel Lye\'\' by Piers Anthony, \'\'Stormwarden\'\' b Janny Wurts, \'\'Witchdame\'\' by
History of a Game That Failed
An essay on mistakes made by novice DMs - and how not to make them.
Another Gem from The Companions
The World Gamers Guide
A listing of, by, and for overseas gamers.
A Sharp System for Swords: Magic blades get more personality and purpose
More variety for enchanted blades in Advanced Dungeons & Dragons play.
Seventeen New Treasures
Original magic items to spice up your Advanced Dungeons & Dragons campaign: Potion of Pain Suppression, Ring
Authentic Agencies, Part III: Pulling back the curtain on the KGB and others
Communist real-world outfits for
TOP SECRET play, plus more information on agencies described in previous issues,
Dennim and the Golem
May all your friends be as steadfast as this one is.
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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)
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