Cover art: Larry Elmore
This issue's theme was
Writing for the Network, including:
Tournament writing how-tos
1997 Club Decathlon Announcement
Network Adventure Design Contest '96
It also had a pre-registration form for the
WINTER FANTASY 97 Convention on the inside front mailing cover, and a Game Fair Early Bird & Judge Registration Form on the inside and outside back mailing cover.
More letters on what POLYHEDRON should be, Living City problems, and the TSR website.
1996 Decathlon results, adn reports from members.
A Few of Our Favorite Things
Being a grab bag of tricks, tips, and techniques to keep DMs in control and players entertained; TSR editor Keith
Elminster's Everwinking Eye: The Border Kingdoms - High Emmerock
Our tour of the Border Kingdoms continues fair apace with a look at one of Elminster\'s favorite backwaters.
Being PC: Tips on Character Portrayal in Network Tournaments
What\'s a \"role-playing\" encounter? Aren\'t they \'\'all\'\' role-playing encounters?
Tournament Adventures: How to Write 'Em So They Get Accepted
Good advice on writing tournaments for the Network
Creating the Nightmare: Writing Horror Tourneys
The third and final installment on horror RPGs: some practical tips on making your adventures scarier.
1997 Network Clubs Decathlon Competition
Events to get your club\'s blood racing.
The Obelisks of Tuthmosis III: or The Monuments More Commonly Known as Cleopatra's Needles
A LIVING DEATH encounter site, and one of our 1996 Decathlon winners!
Living Jungle Spells
New spells for Advanced Dungeons & Dragons 2nd ed. from the heart of Malatra: Grassdart, Water Window, Lizard
Formats and Other Pesky Details of Tournament Submission
Robert\'s Rules of Order and TSR\'s Ethics Guidelines.
Wayward Wizards: Tulrun of the Tent
A reclusive archmage who dwells in the northernmost frontier of Faerun for Advanced Dungeons & Dragons.
A World of Your Own: Island Campaigns, Part 4 - The Wild, Wild Wildspace
Take off into wildspace with SPELLJAMMER island campaigns for Advanced Dungeons & Dragons 2nd ed.
A list of conventions held from Nov. \'96 to Jun. \'97.
Ads from readers looking for players, DMs, gaming clubs, games, etc.
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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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