Dragon Magazine: Judge Advice Collection
Last year I collected 143 most recommended Dragon articles into a reading list. Given the size, I divided them into three collections: Player Advice, Judge Advice, and Setting Advice.
Now I'll begin reading the second collection, Judge Advice, with the intention of noting anything interesting and worthwhile. I plan to share my notes as I go, since others might benefit from them.
Here is the table of contents for the Judge Advice collection:
- Judge Advice
- The Referee’s Code of Honor (John Setzer, Dragon Magazine #184)
- The way we really play: Development of a DM is a three-stage process (Tom Armstrong, Dragon Magazine #106)
- Beyond the rule book: Procedure and style tips for good GMing (Lew Pulsipher, Dragon Magazine #75)
- Five keys to DMing success: Make it easy on yourself and fun for your players Dragon (Mike Beeman, Dragon Magazine #80)
- History of a game that failed: An essay on mistakes—and how not to make them (David F. Godwin, Dragon Magazine #99)
- No campaign ever fails: What to do if your game gets out of control (Joel E. Roosa, Dragon Magazine #111)
- Dragons
- Run For Your Lives: How to DM a dragon (Adam Kay, Dragon Magazine #284)
- Dragon damage revised: Claw and bite attacks graded by size and age (Leonard Carpenter, Dragon Magazine #98)
- Dragon damage revisited: Finishing the figures for physical attacks (Leonard Carpenter, Dragon Magazine #110)
- The Cult of The Dragon: Describing the dreaded dracolich and the sorcerers who create them (Ed Greenwood, Dragon Magazine #110)
- The Draconomicon: The lesser evils of the draconian undead (Thomas Kane, Dragon Magazine #234)
- Tailor-made treasure: Develop different hoards for different dragons (Roger E. Moore, Dragon Magazine #98)
- Monsters
- The humanoids: Goals and gods of the kobolds, golbins, hobgoblins, & gnolls (Roger Moore, Dragon Magazine #63)
- Crude but effective: Simple tactics for humanoids (Derek Jensen, Dragon Magazine #199)
- 101 Dirty Orc Tricks: Traps and tactics for your favourite humanoids (John Baichtal, Dragon Magazine #239)
- By Tooth and Claw: Ordinary animals are dangerous in any game (Gregory Detwiler, Dragon Magazine #116)
- The Wild, Wild Wilderness (David Howery, Dragon Magazine #187)
- Bugged About Something? If your AD&D characters aren’t afraid of insects, they soon will be Dragon (Gregory W. Detwiler, Dragon Magazine #174)
- How heavy is my giant? (Shlum da Orc, Dragon Magazine #13)
- Giant-sized weapons: The bigger the monster, the bigger the blow (Stephen Martin, Dragon Magazine #109)
- Blame it on the gremlins: Militaristic mischief-makers (Gregg Chamberlain, Dragon Magazine #79)
- Campaign Classics Al-Quadim: The Roof of the World (Wolfgang Baur, Dragon Magazine #241)
- Enter the Far Realm: Unspeakable madness, corruptions, and terror from beyond reality (Bruce R. Cordell, Dragon Magazine #330)
- For NPCs Only – The Death Master (Lenard Lakofka, Dragon Magazine #76)
- The Wild Warriors (Tom Griffith, Dragon Magazine #111)
- Make monsters, not monstrosities (Lewis Pulsipher, Dragon Magazine #59)
- Illithids
- The Sunset World: In the realm of the mind flayers (Stephen Inniss, Dragon Magazine #150)
- The ecology of the mind flayer: As told by someone who ought to know (Roger Moore, Dragon Magazine #78)
- The Dragon’s Bestiary: All life crawls where mind flayers rule (Stephen Inniss, Dragon Magazine #150)
- Misfortunes & Malignancies
- How to give disease a fighting chance (Matt Thomas, Dragon Magazine #53)
- Poison: The toxins of Cerilon (Larry DiTillio, Dragon Magazine #59)
- Taking the sting out of poison: Another views on how to use toxic cocktails (Chris Landsea, Dragon Magazine #81)
- Curses! Twenty good ideas for bad tidings (Ed Greenwood, Dragon Magazine #77)
- Curses Are Divine: But their effects on your fantasy hero are horrible! (Mark Keavney, Dragon Magazine #167)
- 101 Hauntings (Anne Brown, Dragon Magazine #252)
- Gypsies: A curse or a blessing—or both (A. D. Rogan, Dragon #59)
- Puzzles
- Creating Word Puzzles for Your AD&D Game (Mike Selinker, Dragon Magazine #271)
- Riddles of the Rhyming Sphinx (Johnathan M. Richards, Dragon Magazine #271)
- Logic Missiles (Mike Selinker, Dragon Magazine #282)
- Treasure
- “It’s sort of like a wand. . .” (Gary Coppa, Dragon Magazine #161)
- Something Completely Different: Variety should be a treasure hoard’s spice (Bruce Humprey, Dragon Magazine #179)
- Gems galore (Ed Greenwood, Dragon Magazine #72)
- Rings that do weird things: Thirteen pieces of jewellery not from the DMG (various authors, Dragon Magazine #82)
- Non-violent Magic Items: One hundred ways to keep players guessing (Lewis Pulsipher and Roland Gettliffe, Dragon Magazine #73)
- Blades with personality: DM’s planning can produce distinctive swords (Sam Chupp, Dragon Magazine #109)
- A sharp system for swords: Magic blades get more personality and purpose (Pete Mohney, Dragon Magazine #99)
- Magic Gone Haywire: Magical-item misfirings in the AD&D game (Rich Stump, Dragon Magazine #163)
- Tarot of many things (Michael J. Lowrey, Dragon Magazine #77)
- Unspeakable Secrets Made Easy: Building your unspeakable library in Chaosium’s CALL OF CTHULHU game (Dean Shomshank, Dragon Magazine #150)
- Miscellaneous
- It’s a good day to die: Death statistics of D&D players (Lyle Fitzgerald, Dragon Magazine #20)
- Basic D&D points of view from the editors old and new (J. Eric Holmes and Tom Moldvay, Dragon Magazine #52)
- The solo scenario: One-player parties are fun for two (Katharine Kerr, Dragon Magazine #73)
- Plan it by the numbers: A system for tailoring challenges to characters (Frank Mentzer, Dragon Magazine #101)
More on each in the coming months.
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