From the editor-in-chief's description of the issue:
Have you ever wanted to be a big game hunter? If so, you'll have to keep on hunting, because we don't have enough space to give you a big game. But in the meantime, you'll like the little game inside this issue. Elefant Hunt is Tom Wham's latest exercise in purposeful silliness, which is a big-word way of saying that he makes good game designs that are also fun to play.
Although he didn't know it was going to work out this way when he painted it, Jim Holloway's cover art ties in pretty well with an article that's also purposeful but definitely not silly. If the damsel with the dagger falls from the safety of her perch, she's going to get hurt by the fall. And that's where "Physics and falling damage" comes in. Arn Ashleigh Parker, who has degree in physics as well as a lot of gaming experience, applied her knowledge in both areas to come up with yet another system for calculating falling damage. Is it the ultimate system? Well, as with so many other things, that probably depends on your point of view. Steve Winter, who delved into physics before becoming a game editor for TSR, Inc., offers a rebuttal to Ms. Parker's proposal in "Kinetic energy is the key."
In part 2 of "Beyond the dungeon," contributing editor Katharine Kerr concludes her advice on how to leave underground rooms and corridors and make an AD&D game campaign mesh with the world in which it takes place. Although it's directed primarily at players and DMs who haven't tried aboveground adventuring before, this article and its predecessor have some thoughts and tips that even experienced campaigners can use.
If the AD&D game universe contains a more unusual critter than the rust monster, I don't know what it could be. In this issue's ecology article, Ed Greenwood fills in some details about "rusty" that should help play go more smoothly the next time your character's sword becomes a snack.
This issue's installment of the deities of the Suel pantheon from Len Lakofka includes the first two females we've published, surly Syrul and wicked Wee Jas, flanking good old Fortubo, who's a good example of the strong, silent type.
One of the treats inside the ARES Science Fiction Section is the first article we've ever printed on the new MARVEL SUPERHEROES game, written by one who ought to know - Jeff Grubb, who designed the game system.
Noted SF/fantasy author Ardath Mayhar makes her first appearance in these pages with "Key to Ramali," an intriguing story that makes some interesting points about values and viewpoints and just happens to be built around the concept of...a mechanical camel?! Yeah, that's what I thought I said. - KM