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Dragon Magazine #182
Issue #182 Vol. XVII, No. 1 SPECIAL ATTRACTIONS Dragons: the lords of fantasy June 1992 9 Our annual tribute to our namesakeslong may they live! Publisher Not Cheaper by the Dozen Spike Y. Jones James M. Ward 10 Twelve of the DRAGONLANCE® sagas most egg-citing creations. Editor The Vikings' Dragons Jean Rabe Roger E. Moore 17 Linnorms: the first of a two-part series on the Norse dragons. The Dragons Bestiary Gregory Detwiler Associate editor 25 unhealthy branches of the dragon family tree. Dale A. Donovan Fiction editor F ICTION Barbara G. Young The Dragonbone Flute fiction by Lois Tilton Editorial assistant 84 He was a shepherd who loved musicbut he loved his audience more. Wolfgang H. Baur Art director R EVIEWS Larry W. Smith The Role of Computers Hartley, Patricia, and Kirk Lesser 55 From Mars to the stars: two high-powered science-fiction games. Production staff Gaye O'Keefe Angelika Lokotz Role-playing Reviews Lester Smith Tracey Zamagne Mary Roath 96 Now you can be the smallest of creatures or the most powerful. Through the Looking Glass Robert Bigelow Subscriptions\t 112 A collection of draconic wonders, for gaming or display. Janet L. Winters U.S. advertising O THER FEATURES Roseann Schnering Novel Ideas James Lowder 34 Two new horrific novels, spawned in the mists of Ravenloft. U.K. correspondent The Voyage of the Princess Ark Bruce A. Heard and U.K. advertising 41 This month, the readers questions take center stage. Bronwen Livermore The Wild, Wild World of Dice Michael J. DAlfonsi 45 Okay, so how many six-sided dice do you own? Kings of the Caravans Ed Greenwood 48 A land like the Forgotten Realms requires tough merchants! Dragonslayers on the Screen Dorothy Slama 62 Some handy guidelines for letting your computer be your DM. -
Magicrealm.Net Forum Archive
WWW.MAGICREALM.NET FORUMS ARCHIVE This archive contains a complete record of all messages posted on the forums at MagicRealm.net The last message posted here is dated 14 Feb 2004. The archive is organized in the same manner as the forums were: two main sections, and seven subsections. Each discussion topic is linked to a bookmark. The discussion topics are sorted from oldest to newest within each subsection. This is the opposite of how they were sorted in the original forums, but it was easier to build and maintain the archive in this way. Known problems: The polls in the “Software” subsection could not be archived. Many of the URL’s came through as blank lines. The forum software had a flaw: at the start of each discussion topic, it lists the topic name followed by “started by [name]” – but instead of using the name of the person who started the topic, it used the name of the last person to post to that topic. MRNet Forums [Powered by Ikonboard] http://www.magicrealm.net/cgi-bin/ikonboard/ikonboard.cgi... Printable Version of Topic -MRNet Forums +--Forum: Expansions and Variants +---Topic: New Characters started by fiscused Posted by: fiscused on Sep. 04 2001,07:28 Thought I'd throw up the beginning of a new character idea here. Monk: A quiet, dedicated man, the monk is master of dealing damage, either with his bare hands or with weapons. advantages: Poverty: The monk begins with zero gold and may never gain gold in any way. He can barter with others using the gold value of items, but he may never acquire gold. -
1466655020695.Pdf
1 Empi res Credits Contents Author(s) Introduction 2 Lawrence Whitaker Empires Defined 4 Editor Charlotte Law Characteristics 6 Layout and Graphic Design Imperial Economics 19 Will Chapman Emipires at War 32 Interior Illustrations Religion, Magic and Myths 48 Kim Feigenbaum, Claudio Cassini, Esther Sanz, Sean Thornton and Devin Platts Factions and Guilds 57 Proofreading Imperial Service 75 Nick Robinson Building Kingdoms 89 Playtesters James Carrington, Chris Donnelly, Chris Furness, Bruce Renown 109 Mason, Ben Quant, Douglas W. Wacker, Ioan Wigmore Imperial Characters 113 Special Thanks Sample Empires 117 Pete Nash, John Hutchinson, Simon Bray, Jeff Richard and Greg Stafford Index 126 Copyright Information RuneQuest Empires ©2010 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing subject to its licence from Issaries, Inc. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com. This material is protected under the copyright laws of the United Kingdom. This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental. RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the USA. Introduction This book deals with states and empires: how they are made, how they function and how they die. History has taught us that no New Realms empire is permanent; some are long-lasting, with the benefits they RuneQuest Empires also takes the RuneQuest game into new bring echoing down through the ages, yet no empire lasts forever. -
Empires of the Sands by Scott Haring
OFFICIAL GAME ADVENTURE Empires of the Sands by Scott Haring Table of Contents Introduction . .2 Geography and Climate ................. 24 Amn . .3 Money and Commerce .................... 25 General Description . .3 Cities ............................... 26 Languages . .3 Places of Interest . 41 Social Customs . .3 Characters ....................... .45 Monsters . .4 History . .. 4 Calimshan . 48 Government and Politics . 5 General Description . 48 Religion . .. 6 Languages . 48 Geography and Climate . 7 Social Customs . 49 Money and Commerce. .7 Monsters . 49 Cities. .8 History . 50 Places of Interest . 13 Government and Politics . 50 Characters . 18 Religion . 5 1 Geography and Climate . .. 52 Tethyr . ... 21 Money and Commerce . 52 General Description . 21 Cities . 53 Languages . 21 Places of Interest . 58 Social Customs . 21 Characters . 62 Monsters . 23 History. 22 Index . 64 Government and Politics. 23 Religion. 23 Pull-out Section . 27-38 Credits: Editing: Karen S. Martin Cartography: Dave LaForce Cover and Interior Art: Jeff Easley Typography: Betty Elmore Keylining: Stephanie Tabat TSR, Inc. TSR UK Ltd. POB 756 The Mill, Rathmore Road Lake Geneva, Cambridge CB1 4AD WI 53147 USA United Kingdom ADVANCED DUNGEONS & DRAGONS, AD&D BATTLESYSTEM, FORGOTTEN REALMS, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written permission of TSR, Inc. -
I STEVE JACKSON GAMES ,; Ancient Howor Crawls Into the Dark Future
I STEVE JACKSON GAMES ,; Ancient Howor Crawls into the Dark Future By Chris W. McCubbin Edited by Scott D. Haring Cover by Albert Slark Illustrated by Dan Smith GURPS System Design by Steve Jackson Scott Haring, Managing Editor Page Layout, Typography and Interior Production by Rick Martin Cover Production by Jeff Koke Art Direction by Lillian Butler Print Buying by Andrew Hartsock and Monica Stephens Dana Blankenship, Sales Manager Thanks to Dm Smith Additional Material by David Ellis Dickerson Bibliographic information compiled by Chris Jarocha-Emst Proofreading by Spike Y. Jones Playtesters: Bob Angell, Sean Barrett, Kaye Barry, C. Milton Beeghly, James Cloos, Mike DeSanto, Morgan Goulet, David G. Haren, Dave Magnenat, Virginia L. Nelson, James Rouse, Karen Sakamoto, Michael Sullivan and Craig Tsuchiya GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. Cull of Cihulhu is a trademark of Chaosium Inc. and is used by permission. Elder Sign art (p. 55) used by permission of Chaosium Inc. GURPS CihuIhuPunk is copyright 0 1995 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A ISBN 1-55634-288-8 Introduction ................................ 4 Central and South America ..27 Hacker ..................................43 About GURPS ............................4 The Pacific Rim ...................27 -
FANTASY GAMES and SOCIAL WORLDS Simulation As Leisure
>> Version of Record - Sep 1, 1981 What is This? Downloaded from sag.sagepub.com at SAGE Publications on December 8, 2012 FANTASY GAMES AND SOCIAL WORLDS Simulation as Leisure GARY ALAN FINE University of Minnesota As the longevity and success of this journal attest, simulation games have had a considerable impact on the scholarly commun- ity, spawning cottage industries and academic specialties. Simu- lation gaming is now well established as a legitimate academic pursuit and teaching tool. Simultaneous with the growth of educational games, the 1970s witnessed the development and popularity of other role-playing games, essentially simulations, which have enjoyment and fantasy as their major goals. These games are known generically as fantasy role-playing games. My intent in this article is to describe the games, discuss the relationship of these games to similar activities (including educational simulations), describe the players, and examine their reasons for participating in this social world. By studying these play forms, researchers who specialize in educational simulations can observe parallels in this leisure activity. AUTHOR’S NOTE: The author would like to thank Sherryl Kleinman and Linda Hughes for comments on previous drafts of this article. SIMULATION ~c GAMES, Vol. 12 No. 3, September I981 251-279 @ 1981 Sage Pubhcations, Inc. 251 Downloaded from sag.sagepub.com at SAGE Publications on December 8, 2012 252 WHAT IS FANTASY ROLE-PLAY GAMING? A &dquo;[fantasy] role-playing game&dquo; has been defined as &dquo;any game which allows a number of players to assume the roles of imaginary characters and operate with some degree of freedom in an imaginary environment&dquo; (Lortz, 1979b: 36). -
Dragon Magazine #127
CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions. -
A Special Preview of Classic Fantasy for Mythras & Runequest 6
Classic Fantasy Dungeoneering Adventures, d100 Style! A Special Preview of Classic Fantasy for Mythras & RuneQuest 6 CLASSIC FANTASY 0: Introduction lassic Fantasy is a return to the golden age of roleplaying, particularly authors Lawrence Whitaker and Pete Nash, without a period between the late 1970s through the 1980s. During whose excellent work, this game would not be possible. this time, the concept of roleplaying was relatively new and Without the aforementioned games and their creators, Classic Fan- Cit had an almost magical feel. There were only a handful of popu- tasy would be but a shadow of the game I hope it will become. lar fantasy games on the market during this time, with Advanced Dungeons and Dragons and RUNEQUEST being two of the biggest. Rip open the Cheetos and pass out the Mountain Dew. It’s Classic Fantasy takes us back to a time when we would gather with time to play some Classic Fantasy! our friends and spend countless hours bashing down doors, slaying Rodney Leary, December 2015 hordes of orcs and goblins, and throwing another +1 Ring of Pro- tection into our Bag of Holding. Those were the “classic” adven- tures that my friends and I still talk about to this day. Those were the days of Classic Fantasy. Which Rules? This is not the first iteration of Classic Fantasy, which had its start This is not a standalone game. Game Masters and players will need as a Monograph for Chaosium’s versatile Basic Roleplaying sys- access to either the RUNEQUEST 6th Edition or Mythras rules to tem. -
1554507973685.Pdf
MONSTROUS SECRET MASTERS OF REALITY By Kenneth Hite Additional material by J.M. Caparula, Scott Haring, and S. John Ross Edited by Sean Punch Illustrated by Kent Burles and Christopher Shy Additional illustrations by Shea Ryan Cover by Christopher Shy GURPS System Design Steve Jackson GURPS Line Editor Sean Punch Production Manager Gene Seabolt Production Artist Philip Reed Production Assistant Remi Treuer Print Buyer Paul Rickert Art Director Philip Reed Errata Coordinator Andy Vetromile Playtesters: Michele Armellini, Thomas Barnes, Maxim Belankov, Frederick Brackin, Michael Brewer, Benjamin Brighoff, Mark Cogan, David Cunnius, Marco De Stefani, Thomas Devine, Travis Foster, Jeremiah Genest, Scott Harris, Joanna Hart, Hunter Johnson, Jonathan Lang, John Macek, Phil Masters, Craig Neumeier, Jeff Raglin, Curtis Shenton, Brian C. Smithson, William H. Stoddard, Paul Tevis, Dan Tompkins, Chad Underkoffler, and Jonathan Woodward. Special thanks to: GURPS Savant Tracy Ratcliff for assistance with, and to Marco De Stefani for checking, racial statistics. GURPS,Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Cabal copyright © 2001 by Steve Jackson Games Incorporated. All rights reserved. Some art copyright www.arttoday.com. ISBN 1-55634-429-5 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES CONTENTS THE PARTING 3. REALMS AND Roêlêd . 70 6. CABAL Ruax . 70 OF THE VEIL ..... 3 SPHERES ..... .42 Sahu . 70 CHARACTERS .. .91 About GURPS ............. 3 THE NATURE OF REALITY ..... -
Space Snoozer Solo Game Runequest
SWEDEN’S OLDEST GAMING MAGAZINE SPACE SNOOZER SOLOSOLO GAMEGAME AGITATOR NEW AD&D CLASS RUNEQUEST QUICKSTART REVIEWREVIEW CREATURE CORNER CHINESE MONSTERS THE QUEST FOR THE MYSTERIOUS SCROLL SPA VAPID II THE PLOT THICKENS IDEAS • TIPS AND MORE FOR GAMES FROM TSR TO OSR ILL.: JOAKIM NILSSON Welcome to yet another issue of Mjölnir - the ‘zine for fans of eve- rything between TSR and OSR. That Mjölnir, despite colouring and digitization, is still a fanzine is obvious; all contributions are by fans, done out of pure enthusiasm, with no money involved - only the love for one’s game, one’s artwork, one’s publishing company. In Mjölnir 9 we have the great pleasure to see the return of Anders Blixt as a contributor. Anders, co-editor of the earliest Mjölnir issues, wrote some of the first ever features on RuneQuest in Sweden and we have the honour of presenting his, and new contributor Mattias Lejbrink’s views on the ‘comeback’ of RuneQuest. From the vaults of Bo Jangeborg, another former chief editor, comes yet more unpublished vintage AD&D material. Meet some legendary Chinese beasts in Creature Corner (formerly Spökspalten) and get drawn into the ever thickening plots at Spa Vapid. Blood & Bronze hope to be back in future issues - follow them at bloodandbronze.com in the meantime. This is the English-language edition of Mjölnir; in the Swedish version of Mjölnir 9, published simultaneously, you may also find exclusive features from Titan Games and Svärd & Svartkonst, Sweden’s leading OSR publishers. But both editions start off by sending you, dear reader, on a wild solo survival trip into outer space. -
\0-9\0 and X ... \0-9\0 Grad Nord ... \0-9\0013 ... \0-9\007 Car Chase ... \0-9\1 X 1 Kampf ... \0-9\1, 2, 3
... \0-9\0 and X ... \0-9\0 Grad Nord ... \0-9\0013 ... \0-9\007 Car Chase ... \0-9\1 x 1 Kampf ... \0-9\1, 2, 3 ... \0-9\1,000,000 ... \0-9\10 Pin ... \0-9\10... Knockout! ... \0-9\100 Meter Dash ... \0-9\100 Mile Race ... \0-9\100,000 Pyramid, The ... \0-9\1000 Miglia Volume I - 1927-1933 ... \0-9\1000 Miler ... \0-9\1000 Miler v2.0 ... \0-9\1000 Miles ... \0-9\10000 Meters ... \0-9\10-Pin Bowling ... \0-9\10th Frame_001 ... \0-9\10th Frame_002 ... \0-9\1-3-5-7 ... \0-9\14-15 Puzzle, The ... \0-9\15 Pietnastka ... \0-9\15 Solitaire ... \0-9\15-Puzzle, The ... \0-9\17 und 04 ... \0-9\17 und 4 ... \0-9\17+4_001 ... \0-9\17+4_002 ... \0-9\17+4_003 ... \0-9\17+4_004 ... \0-9\1789 ... \0-9\18 Uhren ... \0-9\180 ... \0-9\19 Part One - Boot Camp ... \0-9\1942_001 ... \0-9\1942_002 ... \0-9\1942_003 ... \0-9\1943 - One Year After ... \0-9\1943 - The Battle of Midway ... \0-9\1944 ... \0-9\1948 ... \0-9\1985 ... \0-9\1985 - The Day After ... \0-9\1991 World Cup Knockout, The ... \0-9\1994 - Ten Years After ... \0-9\1st Division Manager ... \0-9\2 Worms War ... \0-9\20 Tons ... \0-9\20.000 Meilen unter dem Meer ... \0-9\2001 ... \0-9\2010 ... \0-9\21 ... \0-9\2112 - The Battle for Planet Earth ... \0-9\221B Baker Street ... \0-9\23 Matches .. -
Dragon Magazine #144
Issue #144 Vol. XIII, No. 11 Special Attraction April 1989 Everything Youve Ever Wanted To Know About Role-Playing Publisher 11 (Everything that wasnt in the rules, that is.) Mike Cook A Field Guide to Game-Convention Ornithology Skip Williams Editor 12 See any Bull-headed Slashers in your gaming group last evening? Roger E. Moore Cheating Made Easy Jefferson P. Swycaffer Associate editor Fiction editor 20Creative ways to roll dice, measure movements, and enrage your friends Robin Jenkins Barbara G. Young Cheating Made Even Easier Spike Y. Jones Editorial assistant 24If the last article didnt stop you, then youre ready for the big time! Kimberly J. Walter Claydonia Conquers the World! Paul C. Easton Art director 28Clay-O-Rama campaigns; or, My Claydonian is stuck to the ceiling! Lori Svikel Still More Outrages from the Mages John M. Maxstadt Production staff 32Loads of great new spells that only a killer DM could possibly love. Paul Hanchette Betty Elmore Kim Janke Angelika Lokotz Subscriptions U.S. Advertising Other Features Janet L. Winters Sheila Gailloreto Role-playing Reviews Jim Bambra U.K. correspondent 38In the land of cartoon characters, death is a four-letter word. Lyn Hutchin When Gods Walk the Earth Paul Jaquays U.K. advertising 46In Chaosiums RUNEQUEST® game, Divine Intervention is not divine at Dawn Carter Kris Starr all. The Game Wizards James M. Ward 58Bad puns, good games, and free-lance work at TSR, Inc. The Role of Computers Hartley, Patricia, and Kirk Lesser 60Try a fantasy golf course to end all golf courses. Through the Looking Glass Robert Bigelow 70How much damage can a BattleMechs lasers do? Find out in this column.