Vol. IX No. 12 of Dragon Magazine.
Cover Art: "Music Lover" is Robin Wood's first cover painting for DRAGON Magazine - an enchanting depiction of a kindly old silver dragon being swept off his, er, claws by a bard who apparently knows just which strings to pull. "Sorry it took so long," wrote Robin when she turned in the finished piece. "It usually doesn't, but there were all these scales, see." (from the contents page)
This issue featured a center pull-out, the GEN CON 18 Convention Pre-registration brochure, 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.
GEN CON 18 Convention Pre-registration brochure
A special center pull-out section to register for GEN CON.
Arcana update: Looking good
A preview of the Unearthed Arcana.
Don\'t blame Gary, If you\'ve got it..., Forgotten errors, Cockatrice query, Ability limits, Trove revisited,
World Gamers Guide
A listing of, by, and for overseas gamers.
Opinions and observations from our readers.
From the Sorceror's Scroll: Deities and their faithful
How gods and their worshipers fit into the Advanced Dungeons & Dragons game; Guidelines for role-playing those
Sticks, stones, and bones: Weapons to use when the enemy swipes your sword
A system for using non-standard weapons in Advanced Dungeons & Dragons - not including the kitchen sink.
A tale of three talents
Photos of a \"professionally\" made version of the Great Stony castle from
Dragon #86 with custom
Only train when you gain: A different way to handle the in-between times
Suggestions for the between-levels payment problem in Advanced Dungeons & Dragons.
The Ecology of the Gorgon
When this critter has bad breath, it\'s BAD breath; all about the petrifying \'stone bull\' for Advanced Dungeons
For a fuller background
Pages from the Mages IV
More magical books from Elminster\'s memory for Advanced Dungeons & Dragons: Bowgengle's Book, The Spellbook
The only good captive...is one that lives to fight another day
Things DMs can do to keep cooped-up characters alive in Advanced Dungeons & Dragons.
Blueprint for a big game: How to accommodate a world's worth of players
The planning that went into the AD&D play-by-mail campaign.
It's elementary, to be sure: Vinya comes alive in the 'Element Masters' game
Review of Element Masters from Escape Ventures.
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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