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Cover art: One of our favorite artists (and our absolutely favorite T-shirt artist) Ray Van Tilburg made this special shirt for our September cover depicting a scene from the battle at the Ravens Bluff city walls. (from the contents page)
This issue featured:
War in the LIVING CITY Campaign: A War Module!
Horror in Role-playing - Be Afraid. Very Afraid!
DM Tips and Tricks from the Sage himself - Skip Williams!
It also had a pre-registration form for the
WINTER FANTASY 97 Convention on the inside front mailing cover, and a Game Fair Early Bird & Judge Registration Form on the inside and outside back mailing cover.
Charity Conventions, Service Awards, and doggone it, Great Games.
Letters from members spark more letters from members: what Polyhedron is for, Living City problems, and foreign
A Few of Our Favorite Things
Being a grab bag of tricks, tips, and techniques to keep DMs in control and players entertained; Skip provides our
Elminster's Everwinking Eye: The Border Kingdoms
A visit into the heart of waiting splendor and danger, The Grand Duchy of Shantal.
Fate Deals A New Hand: Chaos Comes to Krynn
Make your (Chaos) mark in this new Dragonlance: Fifth Age Contest. Deadline: December 31, 1996.
A Wish for Temptation
(AD&D 2nd ed. for 6 PCs, Levels 6-7) War gets close to home in this LIVING CITY adventure. Includes 6
A Band of Rings: Ornaments for Four Fingers
Four magical rings for your Advanced Dungeons & Dragons campaign: Ring of Assassins, Ring of Demi-Humans, Ring
A World of Your Own: Island Campaigns, Part 2 - Sea to Shining Sea
An example of an island-based campaign, from the beginning, with an emphasis on history and storytelling.
Living the Nightmare: Playing Horror RPGs
The survivability of characters in a horror RPg, and 4 tips that could improve the odds.
Ads from readers looking for players, DMs, gaming clubs, games, etc.
A list of conventions held from Sep. to Nov. \'96.
The Ravens Bluff Trumpeter
News in the Living City shared world: Belanor arrested, the moral fabric of society is shredded, and more.
Notes From HQ: A Vision Toward the Future
A look into the future and a conundrum.
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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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