Negative Space: Dungeons & Dragons
- Ability score training
- At each level increase, a player can choose one ability to try to increase.
- AD&D texts
- Stuff for Advanced Dungeons and Dragons
- Another path for the cleric
- Rather than clerics as prophets, what about clerics as men of science and faith?
- Beneath the Isle of Dread
- TSR’s module X1, The Isle of Dread has some caverns on level three unmapped, with the note “so the DM can create his or her own special encounter areas”. Well, okay. Edible dinosaur hardtack equals special.
- Changing Magic
- Many times, the “outer trappings” of a game’s magic system is in fact the rules about how magic works.
- Classical magic
- An older form of magic for worlds with “mnemonic” magic systems.
- Do You Believe in the Ways of Magic?
- Varying magic according to the culture that uses it.
- Dragon Dreams
- TSR’s Concordance of Arcane Space took Physics and threw it out the window. This article kicks Physics right out of town with a stern warning never to set foot in these here parts again.
- Esoteric examples of magic
- Examples of odd systems of magic in the World of Highland.
- Evil Quest for the Gem of Kerouac
- I wrote this adventure because all of the characters had turned evil and I had no adventures that would entice them. So I wrote a quest adventure using evil instigators.
- Fading Notes for the World of Highland
- The World of Highland, consisting mostly of modifications for AD&D and DragonQuest.
- The Isle of Mordol
- An island a thousand miles from Specularum, filled with monsters and superstitious townfolk.
- The Last Tractor? Beneath the Isle of Dread
- I found one more tractor feed adventure, this one hidden away inside of D&D Expert Module X1, The Isle of Dread.
- Leering pumpkins
- On Hallowe’en, pumpkins are placed outside the home to protect the home from evil spirits. Some of these pumpkins do their job too well.
- Mysterious Lights of Witch Mountain
- Aliens and Adventurers are a natural fit, judging from Carcosa, Barrier Peaks, and a goodly amount of Dave Arneson. Note that the title is the only thing this adventure has in common with Alexander Key’s book. (Which I loved as a kid; I never saw the movie, and judging from Wikipedia’s description of it I doubt I ever will.)
- Object Oriented
- Some magic is invested in an object that makes up part of the spell or even is the spell.
- Old School Cool
- Since I first made Gods & Monsters public over ten years ago, there’s been a groundswell of support for “old-school” D&D games. Since Gods & Monsters is compatible with adventures for original D&D and AD&D, it’s also compatible with adventures for most of these new games.
- Optional Rule for Classical Magic and Psionics
- Using the “Classical Magic” system with campaigns that include psionic abilities.
- The Passion of the Reader
- At the last minute before the awards banquet I broke down and bought two books from the AD&D reading list. I got them from Marty Massoglia who also raved about LosCon, a Thanksgiving weekend con up in Los Angeles, right by LAX. If you’re interested, note that the price goes up after October 31.
- The Petrified Forest
- The entire forest has turned to stone—and people seem to randomly turn to stone, too! Can you re-open the valley and make the village of Ashton profitable again?
- Rainbow City
- Set in “the badlands”, this adventure even included Monster Manual II creatures, placing it firmly in my AD&D college days.
- Role-Playing Defense
- Information about anti-gaming organizations and people, as well as a little about the benefits of gaming.
- Space, the Final Drag Strip
- How long does it take to get from planet to planet under animal power?
- The Speed of Magic
- Just how fast do spells fly?
- SpellSurfing in WildSpace
- Various spells let wizards “surf” from planet to planet.
- Swordhawk Rules (125.9 KB)
- Fantasy gaming in the Dungeons and Dragons tradition.
- Three Orcs Walk Into a Bar
- Three orcs walk into a bar to have a discussion about copyright and trademark law.
- The Three Orientations of Magic
- Mixing and matching the categories that magic falls into is one way of coming up with different ways of magic.
- Tractor Feed Adventures
- Old adventures, not worth converting to Gods & Monsters. I haven’t played these since the eighties.
- Wood golems
- Tall, gaunt, husks of dead trees, become shadowy guards of weird places.
More Information
- The Isle of Dread (adventure)
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This “special introductory wilderness module” came with the D&D Expert boxed set. The Expert set introduced wilderness adventures, and The Isle of Dread showed how to design and run one. (David Cook and Tom Moldvay)
- Dragon Magazine 57 (magazine)
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This was the first issue of Dragon Magazine I’d ever seen. And it’s the best cover Dragon ever had combined with one of the best adventures Dragon ever had: The Wandering Trees. And the articles are among the classics: Modern monsters, History of the Shield. This issue, for me, set the bar for every gaming magazine since.
- Dragonsfoot AD&D adventure modules
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These AD&D adventures should be easily usable with Gods & Monsters, though you may wish to pre-write some flavor text for the truly old-school modules. Don’t miss their original D&D modules as well.
- The Acaeum
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A complete listing of TSR Dungeons & Dragons products through Advanced Dungeons & Dragons with detailed histories and edition listings. Also, a complete listing of Judges Guild products. If you enjoy old school, you won’t want to miss this site.