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I didn't find much useful here when I was 12, never mind today. However, once an item has been taken out it can never be put back nor can any new item be put into one.Ī nice idea for a self-contained adventure.įollowing some basic puzzle ideas, which are basically a diversion for the reader rather than something easily translatable to a campaign, is one of Lew Pulsipher's seemingly never-ending supply of essays on gaming philosophy. These wonderous items, both useful and standardized without being overpowerful, contain one of each item appearing on the D&D equipment list although their weight is negligible. One idea I did like and used repeatedly in pick-up sessions was "the magic knapsack," described as:
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I used this when I was running D&D demo sessions at my school's Open Days, but it doesn't really have much applicability for general megadungeoning.
White dwarf magazine pdf archive yandex series#
Moving on, we come to the first in a series of articles by Fred Hemmings about Competitive D&D. Much better to accept the idiosyncrasies of the original game design. I was really impressed and used the system until AD&D came out, but looking at it now it represents far too much work. Don developed an extremely complicated algorithm for working out how deadly a monster was and where it should really appear on the tables. The Monstermark System was Don's dual answer to two commonly-perceived problems with AD&D monsters - experience points for killing them and their placement on monster tables. If I recall correctly, Don was a postal diplomacy guru who was an early adopter of D&D and went on to run the creative but ill-fated TSR UK. His Greenlands Dungeon was as legendary in the UK as Greyhawk or Blackmoor and, I believe, was equally never properly published, although bits appeared in WDs over the years. This was the brainchild of the late Don Turnbull, who was in many ways Britain's version of Gary Gygax.
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I actually used the deck plan as a dungeon level once, and I wouldn't be surprised if others had as well. Starting at the beginning, with WD1, what do we find? Interestingly, the very first article is not about D&D, but Metamorphosis Alpha, TSR's "lost spaceship gone to hell" precursor to Gamma World. And there'll be Runequest material in here too! Given that WD's glory years were the glory years of old school roleplaying, I thought it might be interesting to go through the early magazines' contents and see what there is useful to highlight and/or resurrect for the old school movement. In any event, I soon got all the back issues and subscribed. This was lucky, as if my parents had seen the cover to Issue 5 my fledgling hobby would probably have been strangled in the, err, nest. The first issue I ever saw was Issue 4, but I didn't get round to buying the postal order I needed for a sample copy until Issue 6. It never failed to be filled with useful, well-written material about virtually every popular (and quite a few unpopular) RPGs during the late 70s and early 80s. I have the ones on "The Trove" but they are missing a large quantity of issues.Those who only know White Dwarf magazine as a glorified miniatures catalog may be surprised to know that for its first 100 issues (or so) it was probably the best general RPG magazine anywhere, ever. I'm trying to find some old articles and any help would be appreciated. Does anyone know if there is an index of all the old White Dwarfs, or even better a pdf old archive?