With a distinctly un-DnD cover, don’t let this fool you as there is plenty of  DnD content inside that cover. As usual the illustration of the cover represents the mini module that comes with this issue and in this case that means a Star Frontiers adventure. 

In terms of DnD content the magazine starts off with a pretty good and extensive article on designing and using your own monsters in ADnD, covering most aspects of monsters from movement and treasure to intelligence and psionics. If you were (or are) trying to create your own special beasties for AD&D this could be a pretty useful article.

Other articles include more information and even pretty good maps of buildings and towns for the Pellinore campaign setting, the setting where all Imagine DnD modules are set, another take on the Samurai class by Graeme Davis and a column by Don Turnbull about the connection between XP and GP that was so essential to early editions of the game. Namely, Turnbull explores the idea of buying XP through GP, he defends the idea that each XP is worth 1 GP, meaning that you have to spend the money to get the experience, and not that you get 5.000 XP from getting 5.000 GP. In Turnbull’s system if you get 5.000 GP you can invest that money in training and, imagine, keep 2.000 GP and spend 3.000 of that money in training which nets you 3.000 XP. That’s pretty interesting stuff, actually. 

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