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Dragon Magazine, No. 117 (1987)

by Roger Moore

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Book description
The Elements of Mystery: Players don't need to know everything! (Robert Plamondon) 
What are the Odds?: What are your chances of rolling an 18? They're all here. (Arthur J. Hedge III)
Feuds and Feudalism: One answer to four old gaming problems. (John-David Dorman)
Condensed Combat: Streamlining the "to-hit" tables in the AD&D game. (Travis Corcoran)
Dungeoneer's Shopping Guide: More supplies (and costs and weights) for adventurers. (Robert A. Nelson)
Adventure Trivia! Torment your AD&D game players with these tidbits. (Tom Armstrong)
A Touch of Genius: Putting intelligence to work for player characters. (Vince Garcia)
Sage Advice (Penny Petticord)
The Ecology of the Anhkheg: An interesting species for your bug collection. (Mark Feil)
Hounds of Space and Darkness: A githyanki's, githzerai's, and drow's best friends. (Stephen Inniss)
Fun Without Fighting: Creative adventures in which you never draw your word. (Scott Bennie)
The Forgotten Characters: Henchmen, hirelings, and followers in the AD&D game. (Thomas M. Kane)
By Magic Masked: Nine magical mask from the Forgotten Realms. (Ed Greenwood)
Bazaar of the Bizarre (The Readers)
More Power to You: More skills, more powers, more Champions gaming power. (Leonard Carpenter)
Tanks for the Memories: Flattening your Car Wars game opponents the easy way (Dirck de Lint)
Roughing It: Taking Top Secret agents into the wild country (Thomas M. Kane)
The Marvel-Phile: A Marauder a day keeps the Morlocks away. (Jeff Grubb)
Even the Bad Get Better: Improving criminals in Villains & Vigilantes games. (Stewart Wieck)
Gamma III: Converting your Gamma World campaigns to the third edition. (James M. Ward and Harold Johnson)
The Role of Books (John C. Bunnell)
The Game Wizards (TSR Games Division)

Letters - World Gamers Guide - Forum - TSR Profiles - TSR Previews - Gamers' Guide - Convention Calendar - Snarfquest - Dragonmirth - Wormy
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