Vol. X No. 7 of Dragon Magazine.
Cover Art: Whenever Denis Beauvais sends us a new cover painting, he describes it as "The best thing i've ever done" - and so far, he's been right every time. His latest work, "Spinning Tales," depicts a wizard and his distictive way of telling a story about a dragon, a princess, and a knight. You might know how the story comes out before he finishes it - but when you can see it as well as hear it, you can't help hoping that it never ends. (from the contents page)
This issue featured
SUDDEN DAWN - their first "magazine module" for MARVEL SUPER HEROES, and the regular 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 "TSR Previews," a list of upcoming products from TSR.
First Impressions Can Be Wrong
A look at William Dear\'s first (and only) experience with D&D, and how it distorted his view of the game in
Module mistakes & Robert\'s response (regarding issue #100\'s \"City Beyond the Gate\").
The World Gamers Guide
A listing of, by, and for overseas gamers.
Opinions and observations from our readers.
The Well-Rounded Thief: Not everyone steals for the same reasons
Using motivation and character to make your thief come alive, and be more accepted by the rest of your party in
Race is Ahead of Class
The varying outlooks of demi-human thieves in Advanced Dungeons & Dragons.
Was It Worth the Risk?
A DM\'s guide to pickpocketing success; random tables to figure who\'s getting robbed, and what the thief got in
Oriental Opens New Vistas
What the latest AD&D game book has to offer - an overview of Oriental Adventures for Advanced Dungeons &
Three Challenges in One: New module mixes wargaming and role-playing
Meeting of the Minds
An expanded table for psionic encounters, adding creatures from the \'\'Fiend Folio\'\' and \'\'Monster Manual
Leomund's Tiny Hut: Specialization and Game Balance
How the specialization rules from the \'\'Unearthed Arcana\'\' affect combat in Advanced Dungeons &
The Ecology of the Ochre Jelly
All about the extra-large amoeba with an appetite to match for Advanced Dungeons & Dragons.
Assessing, Not Guessing: How PCs can make their own value judgements
A system for characters to assess the value of gems, jewelry, and other objects of value for Advanced Dungeons
A MARVEL SUPER HEROES adventure for 8 players set during World War II, featuring the Liberty Legion: Patriot, Miss
Want in Trade
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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American Sign Language (ASL)
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