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Best of The Dragon #1 was published by TSR, Inc. in 1980. It has content from Strategic Review and The Dragon Vol. I & II. This issue was re-published in 1985 as a "Revised Edition" with all the same articles but with the outdated advertising replaced by artwork. Both issues contained the following articles related to the Forgotten Realms:

Planes[]

By Gary Gygax. p. 2

The concepts of spatial, temporal, and physical relationships in D&D. (From Issue #8)

The Play's the Thing[]

By Thomas Filmore. p. 10

The dreamer's art is the essence and lure of D&D. (From Issue #11)

The Development of Towns in D&D[]

By Tony Watson. p. 12

Laying out a town can be time consuming, but the effort is certainly worth it. (From Issue #8)

Let There Be a Method to Your Madness[]

By Richard Gilbert. p. 14

If you are postulating a world with any sort of "realism", you must appreciate that a dungeon doesn't just come into being for the hell of it. (From Issue #10)

Designing for Unique Wilderness Encounters[]

By Daniel Clifton. p. 16

A list of tables to quickly determine the terrain in which any encounter occurs according to the type of hex the party is traveling through. (From Issue #10)

How Heavy Is My Giant?[]

By Uncredited. p. 19

A breakdown on the scientific methods used to determine the weight of a giant. (From Issue #13)

The Meaning of Law and Chaos in D&D[]

By Gary Gygax. p. 23

Gary discusses the difference between alignments and how they act. (From The Strategic Review #6)

Gary Gygax on D&D[]

By Gary Gygax. p. 26

Gary discusses the origins of the game. (From Issue #7)

The D&D Magic System[]

By RGary Gygax. p. 27

If you are postulating a world with any sort of "realism", you must appreciate that a dungeon doesn't just come into being for the hell of it. (From The Strategic Review #7)

What To Do When the Dog Eats Your Dice[]

By Timothy J. Kask. p. 35

What to do when calamity befalls you twenty minutes before the game club gets to your place. (From Issue #7)

Illusionists[]

By Peter Aronson. p. 43

Generally appearing as a new class for D&D. (From The Strategic Review #4)

Illusionists Additions[]

By Peter Aronson. p. 45

Additional spells for illusionists. (From Issue #1)

Tombs & Crypts[]

By James M. Ward. p. 46

A set of graphs to ease the tomb and crypt creation process. (From Issue #9)

Halflings, Dwarves, Clerics, and Thieves in Dungeon![]

By Gary Gygax. p. 47

New additions for a game of Dungeon! (From Issue #1)

Statistics Regarding Classes: Bards[]

By Doug Schwegman p. 48

A bard is a jack-of-all-trades in D&D. (From The Strategic Review #6)

The Original Ranger Class[]

By Joe Fischer. p. 50

An exciting new D&D class. (From The Strategic Review #2)

Wizard Research Rules[]

By Charles Preston Goforth, Jr.. p. 51

Supplemental rules for researching spells. (From Issue #5)

Witchcraft Supplement for D&D[]

By uncredited p. 53

Adding witches to the D&D game. (From Issue #5)

Lycanthropy: The Progress of the Disease[]

By Gregory Rihn p. 61

Several rules limiting the abilities of player-character-lycanthropes. (From Issue #14)

Random Monsters[]

By Paul Crabaugh p. 66

How to throw a unique monster at your player-characters. (From Issue #10)


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