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Vol. VIII No. 6 of Dragon Magazine.

Cover Art "Crystal Vision" by Clyde Caldwell.

This issue featured Barnacus: City in peril - Intrigue for AD&D characters. Winner of the Module Design Contest, category A-8 (Advanced Dungeons & Dragons, Urban, Lvl 1-5)
It also listed the "Gamers' Guide", which was an index of all the advertising in the issue.

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Program plea

Guidelines for readers\' submissions of computer programs to aid role-playing.

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The editor-in-chief\'s summary of this issue (see More Information for complete text).

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Out on a Limb
Reader/Fan Mail

Letters: Discipline problem, Psionic repairs, Die-sastrous!, Tabletop troubles, Index revisited, How many sides?,

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The psychology of the doppleganger

An inside look at the insidious, telepathic shape-shifters for Advanced Dungeons & Dragons.

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How many coins in a coffer? Don't forget, all that treasure takes up space

A method to determine the size of coins and how many you can fit in different containers in Advanced Dungeons

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Five keys to DMing success: Make it easy on yourself and fun for your players

Tips on building a good campaign: continuity, character, competence, creativity, and cooperation.

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Dungeon Master's Familiar: A program for computer-conducted combat

A BASIC computer program to figure to hit numbers and roll the dice for your characters and monsters in combat for

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Who lives in that castle? Building it is one thing, running it is another

Description of a typical medieval castle household to use as guidelines to build your castle and set up its

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Treasures rare and wondrous

A random table of unique treasures to liven up your Advanced Dungeons & Dragons game.

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Barnacus: City in peril

AD&D adventure for 4-8 characters, levels 1-5. The characters are hired by the ruler of the city to uncover a

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Leomund's Tiny Hut: New charts, using the '5% principle'

Revised charts for attacks, saving throws, and experience point values for monsters in Advanced Dungeons &

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These guys REALLY took their time

A story of a gaming group trying to make a world\'s record by playing D&D for 100 hours straight.

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A set of rules for game reveiws

A discussion of reviews and criticism of games, and the standards reviewers should follow.

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Game reviews - A really time-consuming game

Review of Timeship, a time-travel rpg by Yaquinto games.

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Game reviews - ILLUMINATI: It's a conspiracy!

Review of Illuminati, a global conspiracy card game from Steve Jackson Games.

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More Information Edit | History

From the editor-in-chief's description of the issue:

Just about any night on the evening news, you can hear about the trials and tribulations of one city or another. Well, if you think Chicago has troubles, or Cleveland has problems, wait till your travels take you to "Barnacus: City in peril." That's the title, and the topic, of this issue's AD&D adventure, which earned its creator, Francois Nantel, first place in category A-8 of our Module Design Contest. Getting through the gate is a snap, but after that things get a lot tougher.

If you want to think of this issue as a Christmas present, then you couldn't ask for better gift-wrapping than this month's cover painting. "Crystal Visions" is the latest in a long line of Clyde Caldwell creations to adorn our cover. Even though Clyde now works for TSR, Inc., and doesn't have a lot of time on his hands, he has promised to work on another cover piece real soon.

The features inside this issue range from the practical to the philosophical, with stops at several places in between. David Godwin wrote "How many coins in a coffer?" in an effort to keep a lid (so to speak) on the eternal acquisition of treasure that seems to be a fact of so many characters' lives: Remember, you've gotta keep all those gorgeous gold pieces somewhere - and you can't fit your life savings into the pouch on your belt. The number-crunchers among you will also enjoy Leomund's Tiny Hut, wherein Len Lakofka delivers unto us some revised and reorganized tables for combat, saving throws, and experience-point values. Unofficial, but very interesting.

The philosophical extreme is represented by Mike Beeman's article, "Five keys to DMing success." Perhaps it should have been titled "Five C's," for a reason that will become clear when you read it - and in our opinion, it should be required reading for anyone running a campaign.

The next installment of our "ecology" series isn't quite deserving of that label, which is why we call it "The psychology of the doppelganger." Fraser Sherman (at least we think it was Fraser Sherman) offers up this tale, which sheds a lot of light on those shady shape-changers.

Katharine Kerr, a frequent contributor who has emerged as our resident historical expert, asks the question "Who lives in that castle?" and then proceeds to answer it with an overview of the many types of people that every castle-owner needs to keep his manor, ahem, well-manored.

And, leaping ahead several centuries in time and technology, John Warren favors us with his "Dungeons Master's Familiar," a computer program designed to take the drudgery of DMing out of the hands of humans and put it into the circuitry of a computer where it belongs. - KM

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Issue: Dragon (Issue 80 - Dec 1983)
Softcover magazine
Year: 1983
Saddle Stapled (modules/pamphlets)
80 pages
Size: Letter
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