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Description Edit | History

Vol. VII No. 3 of Dragon Magazine. (This issue was misprinted as "Vol. VII No. 4")

Cover Art by Clyde Caldwell .

This issue featured Monsters of the Midway - a 2-player boardgame where you pit AD&D monsters against each other on the (american) football field.

Articles Relationship: Articles
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Pg. 2

The contents listing and editor-in-chief\'s description of the issue (see more information for complete

Pg. 2
Out on a Limb
Reader/Fan Mail

Letters: Firing back, Jester adjustments, \'Just a game\', Umbra troubles, and \'One of the best\'.

Pg. 4
Dragon Rumbles

A guest editorial from Gary Gygax about conventions and the \"battle lines\" that have been drawn

Pg. 7
Blastoff! The work is done - now comes the fun

A first look at the Star Frontiers science-fiction RPG.

Pg. 9
From the Sorceror's Scroll

Character classes to consider: Some possible new classes for readers to look at and vote on for inclusion in the

Pg. 11
Greyhawk's World: Events of the Eastern and Southern Flanaess

News, notes, and views of the Greyhawk Campaign: Spindrift Sound, Spindrift Isles, Prelacy of Almor, and The

Pg. 13
Leomund's Tiny Hut: Keep track of quality

A system for determining the quality of weapons, armor and shields in Advanced Dungeons & Dragons.

Pg. 19
Weapons Wear Out, Not Skills

A variant proficiency system for weapons in Advanced Dungeons & Dragons.

Pg. 25
Featured Creatures: Official AD&D Monsters for Your Campaign

The Baku and the Phoenix, two more upper outer planar creatures for Advanced Dungeons & Dragons.

Pg. 27
The Missing Dragons: Filling in the tints of the color wheel

Three new monsters: Yellow, Orange and Purple dragons for Advanced Dungeons & Dragons.

Pg. 32
Timelords: An NPC class for the future, present & past

A time-altering NPC to use against your players in Advanced Dungeons & Dragons.

Pg. 35
Monsters of the Midway

A fantasy football boardgame where you use Advanced Dungeons & Dragons monsters to build your team. Link:

Pg. 47
Tuatha De Danaan: A revised Celtic mythos

Corrections to the Celtic mythology described in the DEITIES & DEMIGODS Cyclopedia for Advanced Dungeons &

Pg. 55
Convention Schedule

A list of the conventions held from Sept. to Oct. \'82.

Pg. 56
Law of the Land: Advice on making your world 'legal'

A guideline to creating variety in the cities of your campaign by having different laws, customs and punishments

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More Information Edit | History

From the editor-in-chief's description of the issue:

Has it ever occured to you how much big-time football resembles a fantasy adventure game? Players prepare themselves in a dungeon (the locker room), set out for the wilderness (the field) at the appointed time, and then proceed to conduct melee after melee until a victor emerges. We've taken that line of reasoning one step further with MONSTERS OF THE MIDWAY, this issue's special inclusion. You can choose and coach a team of AD&D monsters - and the team that wins isn't always the one with the biggest players; that little guy with the hairy feet can really kick!

This month's article section is chock full of new material for D&D and AD&D campaigns. In Leomund's Tiny Hut, Len Lakofka unveils a system for determining the quality of armor and weapons, which is complemented by Christopher Townsend's proposal for a new way of defining weapon proficiency. If new monsters are more up your alley, you'll enjoy the official descriptions of the baku and the phoenix in Gary Gygax's Featured Creatures column, followed by Richard Lloyd's examination of "The Missing Dragons."

In the category of new character classes, we present another of Lew Pulsipher's inventions, the Timelord. And the main topic of From the Sorceror's Scroll is a description of new character classes and sub-classes from the notebooks of Mr. Gygax that are being considered for inclusion in the upcoming AD&D expansion volume.

In the second installment of his intermittent series on how to build a "realistic" fantasy world, Ed Greenwood spells out the need for an adventuring environment to have its own set of laws and customs - so that the world (or each part of the world) takes on a "personality" all its own and provides a vibrant, vital backdrop for the activities of the player characters. Immediately following Ed's article, Lew Pulsipher addresses a similar issue from a different angle, suggesting that the presence of war and conflict - or at least the threat of it - is what keeps a campaign alive. Which, conveniently enough, brings us full circle, back to MONSTERS OF THE MIDWAY - because if a football game isn't a war, then what is? - KM

Pg. 1
Vol. VII, No, 4
Year: 1982
Saddle Stapled (modules/pamphlets)
82 pages
Size: Letter
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