Vol. XII No. 1 of Dragon Magazine.
Cover Art: We wanted to set our 11th anniversary issue off with a bang, but we had no idea that Denis Beauvais's cover would literally set the issue on fire. Denis wrote that he sketched over 40 dragons before settling on this one, which we like to think of as our hallmark. As the convention button says: THE LIGHT AT THE END OF THE TUNNEL MAY BE AN ONCOMING DRAGON. (from the contents page)
This issue featured:
African Beasts and Monsters
Druids and Martial Arts
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.
The Spy Game That Came in From the Cold
Reassurance that Dragon will continue to cover the original TOP SECRET game as well as the new edition soon to be
Comics and films, Copies, anyone?, Con age limits, Expand ecologies, and Game of kings.
The World Gamers Guide
A listing of, by, and for overseas gamers, including american military personnel.
Opinions and observations from our readers.
The Ecology of the Rot Grub: A brief lecture not easily forgotten
Even the greatest should beware the very least; all about the deadly little worms in Advanced Dungeons &
A Step Beyond Shogun...: A reader's guide to adventuring in the Orient
Reviews of books that may aid players and DMs in playing Oriental campaigns: \'\'Musashi\'\' by Eiji Yoshikawa,
...And a Step Beyond That: The designer's new list of Oriental references
A few more books to aid in creating an Oriental campaign: \'\'What is Japanese Architecture?\'\' by Kazuo Nishi
Out of Africa: Supernatural creatures from the dark continent
A collection of demons, beasts, and monsters from African myth and legend.
Gaming the Dark Continent
Advanced Dungeons & Dragons game statistics for twelve of the most dangerous African monsters known: chepekwe,
The Natural Order: Yet more spells for druids everywhere
More spells for druids, for every season there is in Advanced Dungeons & Dragons: ferment, find water,
From the Sorcerer's Scroll
A few words - and good-bye - from one of the creators; the disassociation of Gary Gygax from TSR, Inc., and the
Q&A about Oriental Adventures and the D&D Companion Set.
The GM's Ten Commandments: Ten dos and don'ts for game masters everywhere
Ten helpful guidelines for keeping your game at its very best.
Marshalling the Martial Arts: Twelve martial arts styles for Oriental characters
From aikido to wing chun: a world of hand-to-hand warfare for Advanced Dungeons & Dragons; Aikido, Escrima,
Part 1 of a two-part article on espionage on the Moon: Lunar equipment and survival in the
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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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