Useful Dungeon Equipment
(White Dwarf #12)Lew explores creative uses for equipment, revisiting ideas he later expanded on in Dragon magazine. Was the original better?What’s it about?This article focuses on practical equipment...
View ArticleBe aware and take care
(Dragon #79)What’s it about?The article starts by saying good play relies on common sense, cooperation and prioritizing the party's survival.The core advice is strong: have the right balance of...
View ArticleArmed to the Teeth
(White Dwarf #65)More weapons, finally a two-handed axe, a pavise, a flaming oil alternative and soft-soap?What’s it about?M J Bourne introduces new weapons and unconventional tools, including the...
View ArticleAn introduction to Dungeons & Dragons - Part III: The Spell-Using Classes
(White Dwarf #25)The third installment of Lew’s five-part series provides an overview of playing spellcasters in Dungeons & Dragons. Articles like this, offering advice on gameplay, always catch my...
View ArticleSage Advice: Psionics
(Dragon #78)While Sage Advice isn’t official canon it was as close as it got. This installment addresses psionic questions, though most involve things that will never come up. Some clarifications,...
View ArticleThe gnomish point of view
(Dragon #61)Gnomes are polarizing. This article starts strong but introduces incongruous elements that fuel the trope of "annoying gnomes just playing their character."What’s it about?Roger begins by...
View ArticleThe Alchemist
(White Dwarf #20)Tony Chamberlain expands on the alchemist outlined in the DMG.What’s it about?This article provides rules for generating alchemists (levels 1-6, most at level 3), predominantly human,...
View ArticleBeyond the rule book: Procedure and style tips for good GMing
(Dragon #75)How do you DM—not the mechanics, but the approach? Lew Pulsipher offers 20 tips in what may be his magnum opus for Dragon or White Dwarf.What’s it about?Lew stresses consistency, logical...
View ArticleThe Dungeon Architect Part I: The Interesting Dungeon
(White Dwarf #25)Roger Musson argues that NPCs and their plots are the key to creating an interesting and fun dungeon.What’s it about?Musson critiques the “randomly generated dungeon,” where encounters...
View ArticleThe Dungeon Architect Part II: The Constructed Dungeon
(White Dwarf #26)Roger Musson discusses dungeon layout—rooms, corridors, and traps - with an emphasis on disorienting the party.What’s it about?Musson favors large dungeons, settling on 200 rooms a...
View ArticleThe Dungeon Architect Part III: The Populated Dungeon
(White Dwarf #27)Last in the series. Roger Musson tackles the challenge of filling a dungeon with monsters and treasure.What’s it about?Roger sees dungeons as a fallback when inspiration runs dry,...
View ArticleTown Planner - Part I: Designing and running villages
(White Dwarf #31)Paul Vernon kicks off this well-regarded series with a focus on authentic medieval village design.What’s it about?Villages need an economic base—usually agriculture, livestock, or...
View ArticleTown Planner - Part II: Designing towns and cities
(White Dwarf #32)Paul Vernon's 'Town Planner' series continues this time looking at the layout of towns and cities.What’s it about?Paul looks asks did the town grow from a village or is the town...
View ArticleThe Naked Orc - A Study in Orcish Society
(White Dwarf #53)A short article on Orc’s with lots of evocative John Blanche artwork to fire the imagination.What’s it about?Art inspires the reader and elevates RPGs. Russ Nicholson and John Blanche...
View ArticleMonsters Have Feelings Too
(White Dwarf #38)Oliver opens with a story showing a contrast: a dull goblin ambush versus a well-planned evil party assaulting a merchant caravan. His point? There's no reason monsters shouldn’t be as...
View ArticleThe 7-sentence NPC
(Dragon #184)I’m wary - Dragon #184 is deep into 2e. C. M. Cline’s short article on creating gameable NPCs gets lots of love online. Is it deserved?What’s it about?We put effort into major antagonists...
View ArticleBanditry Inc - A Referee’s Guide to Thieves Guilds
(White Dwarf #76)White Dwarf’s best era for AD&D-focused content spans issues 10–40, with later issues featuring broader system-agnostic material. Here, Olivier Legrand explores thieves guilds—an...
View ArticleThat’s life in the big city
(Dragon #99)The Town Planner series in White Dwarf has worn me down—hopefully, Dragon’s take on cities is an easier read.What’s it about?The article emphasizes that fantasy cities shouldn't resemble...
View ArticleOldhammer Rogue Trader - Imperial Guard
My first army was Space Orks, but I foolishly sold them to a mate I lost touch with decades ago. Along with them went my Imperial Guard—something I now realize I really liked, especially the early...
View ArticleA Guide to Dungeon Mastering. Part I: Setting up Adventures
(White Dwarf #34)Lew Pulsipher tends to repeat his advice, making it hard to track where certain tips originated. Hopefully, this Dungeon Mastering series offers some fresh insights.What’s it about?Lew...
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