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Articole: 10
  1. Adventures Every GM Should Play Before They Die

    There are adventures that when played really impact specific GMs in ways that make them think about them every time they design their own or compare future modules to.

  2. Encounters without Cockatrice

    A sculptor lives high in the mountains.

  3. Encounters without Chimera

    A ruined menagerie.

  4. Encounters without Centaurs

    Fences are smashed, hedgerows are aflame, nobody saw who did it, no animals were taken, the flocks wander the countryside, the farmers are scared to gather their herds incase the vandals return.

  5. Encounters without Black Puddings

    The new bridge has collapsed.

  6. Monsters should have real impacts on the world around them.

  7. Encounters without Basilisks

    As you make your way along you see a woman in the distance sobbing stumbling through the landscape half dehydrated and starved.

  8. A Review " Language, or Can You Say That in Auld Wormish" by Lee Gold

    A second article from Dragon Magazine #1 this delves into possible rulings and thoughts on how to do rulings for language from how much can a 3 intelligence Fighter speak even their own language (they can with limited vocabulary) and alignment language and

  9. A Review "HOW TO USE NON-PRIME-REQUISITE CHARACTER ATTRIBUTES"

    Written by Wesley D Ives in the June 1976 copy of Dragon Magazine this article lays out an early attempt at making a skill system for D&D a year before AD&D laid out their more concise skill system.

  10. Dragon Magazine Article Reviews.

    Dungeons and Dragons and TTRPGs as a whole have gone through a great amount of changes over the years.