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What’s it about?
The article starts by saying good play relies on common sense, cooperation and prioritizing the party's survival.
The core advice is strong: have the right balance of classes, prioritize defensive spells like dispel magic over offensive ones like fireball, and set clear objectives for each expedition. If you don't have an objective your goal is to scout, gather info and avoid fights. Lew stresses the importance of gathering intel—whether from rumors, sages, or reconnaissance—and tracking party items to ensure they’re used effectively, especially if others forget about them.
He discusses the power of large parties, advocating for bolstering numbers with hirelings and henchmen. However, the article loses momentum when addressing things like dealing with evil player betrayals, and overthinking camp security. Advice about concentrating fire feels incorrect, particularly with AD&D’s random target rules.
The reminder to cut your losses and run is good advice for new players, as is the warning to leave enough resources to handle wandering monsters on the way out.
The latter half of the article falters, offering questionable spell strategies and unnecessary tactics, like post-adventure doppelganger hunting. Lew’s final note—"play the referee"— feels off-putting. While he doesn’t endorse it, his advice not to give up until you’re dead and gone, based on the observation that most DMs fudge under pressure, feels ‘wrong’ despite its truth.
Any new insights?
Should I share this with my players?
Yes, the first half contains practical advice. If ruthlessly edited, it would make the “best of” list. As it stands, it’s close.
Lew explores creative uses for equipment, revisiting ideas he later expanded on in Dragon magazine. Was the original better?
What’s it about?
This article focuses on practical equipment ideas with rules and prices for the items discussed. Lew provides costs for silver plating weapons and explains their use, which is genuinely helpful. He also covers niche topics like bronze weapons for dealing with rust monsters, fire arrows (arrows wrapped in oiled rags), and blessing weapons for encounters with rakshasa.
There are creative ideas like a hollow wooden tube for breathing underwater. While ideas like the bracketed droppable torch, the odd doorstop design, the clever two dead rats (to befriend or distract monsters), and the fake dust of choking are later reused in his Dragon article.
Lew ends by advising DMs to not let players get away with too much on the item front and warns that abuses of the powerful flaming oil bomb and poison should be responded to in kind by the monsters. Lew knows there are abusable parts of the game and encourages you to de-escalate them with the players before they ruin the fun.
Any new insights?
Should I share this with my players?
I think so. It’s got some of his ‘best’ equipment ideas and doesn’t push the envelope like his Dragon article. It's a short article that's more hits than misses. Even so, it's not making it to my “best of” list.
(Dragon #69)
Lew returns with out-of-the-box thinking on equipment. Engaging with the game as a game is good practice but does he push things too far?
What’s it about?
Lew suggests metal oil flasks to avoid breakage, manacles instead of rope for prisoners, and other items to solve specific problems. While creative, much is over explained.
He spends too much time preventing potion breakage—something I rarely require rolls for unless falling into a pit or failing a fireball save. Ideas like screwing two 5’ poles into a 10’ pole or making torch protectors feel excessive/overthinking. A wine sack as a squirt gun? Not for me.
I’d allow deploying fake ‘dust of choking’ to deter pursuit from a suitably intelligent foe. Other stand out ideas: offering dead rats to dungeon monsters or carrying flawed gems as fake trinkets for barter.
Any new insights?
Should I share this with my players?
No. While there are some good ideas, the advice is overexplained and geared toward outsmarting and winning arguments with adversarial DMs—a style I don’t endorse. Not a “best of” article.
Jim Bambra, co-writer of The Enemy Within for WFRP (a campaign I loved running), explores clerics in AD&D. But is his advice worth sharing with cleric players?
What’s it about?
Jim argues that parties need clerics—something I agree with—and notes that no one wants to play them. While this hasn’t been my experience with veteran players, new players might not see the value right away.
He advocates being a protagonist for their religion. I’d like to see my players do this more often. Jim also reminds us of the historical tie between religion and society, mentioning festivals, births, and deaths.
While Jim acknowledges clerics' inspiration from medieval religious orders like templars, I think their Hammer Horror vampire-hunter origins are equally relevant. He rejects the ‘meek cleric’ stereotype, reminding us that they are warriors—at level 1, they’re as effective in combat as fighters, with maces dealing the same damage as longswords.
I appreciate his suggestion that playing a high wisdom character means following the advice in the PHB (p. 107) on successful adventures.
He highlights the importance of divinations like augury, find traps, and detect evil. However, his advice on vetting party alignment is less relevant in games that don't delve into PvP. Finally, he suggests clerics recruit henchmen from their church's acolytes, offering notes that largely follow standard henchman acquisition rules.
Any new insights?
Should I share this with my players?
The article presents clerics as proactive champions of their faith and warriors for their cause, rejecting the role of support characters. It’s worth sharing with players, though it doesn’t make the “best of” list.
Some players enjoy small races, and games like Tunnels & Trolls and the classic Wizardry series offer fairies to scratch that itch. Brownies provide a similar appeal without introducing flying PCs at level 1.
What does a brownie get?
The Downside
Why add the race?
For players who love small verging on tiny characters, Brownies are a good option. They excel as Thieves, Magic-Users, or a multiclass of the two, offering high magic resistance and exceptional thief abilities. Their racial advantages make them the best single class Magic-User race available. Power creep and a race catering to a minority of players does not get you onto the 'best of' list. Also their pic in the Monster Manual is not great.
Lew Pulsipher’s Necromancer is a standout class article, alongside his iconic My Life as a Werebear. While not inherently party-friendly, it could work in a group of neutral characters... sort of ... maybe...? Themes of degeneration, isolation and paranoia are woven throughout.
What does a Necromancer get?
The Downside
Why add the class?
As an NPC, perfect. As a player character it starts manageable but degenerates into an evil that I struggle with, even keeping the worst stuff 'off screen'. Still I admire what Lew has done here. It's the perfectly crafted vile necromancer and it's making the ‘best of’ list.
The original bard from Appendix II required high attributes and a delayed start—players had to work through 10+ levels of other classes, making it rare. This rewrite eases requirements, lets you start as a bard, opens the class to elves, and caps halflings and dwarves(?!) at level 5. But is it any good?
What does a Bard get?
The Downside
Why add the class?
The bard already exists in AD&D as envisioned by Gygax, and this revision makes it playable from level 1. This rewrite is underpowered. For reliable charm effects, play a magic-user. If you want to add decent combat ability, multi-class or dual-class into a fighter. This bard is a jack of all trades but bad at all of them. I’d rather play the Appendix II version.
Roger E. Moore offers a partial nod to dwarf players lamenting their lack of clerics. The war smith, open to dwarves, gnomes, and humans, is a hammer loving fighter with limited spellcasting abilities.
What does a War Smith get?
The Downside
Why add the class?
Another super niche class that I think has appeal to the dwarf that wants to worship the god of the forge. And that's it. Fighters are better. The war smith doesn’t make the ‘best of’ list.
A thematic magic-user variant with access to druid spells, 26 unique spells, and the ability to command elementals. You start with an extra spell at level 1. While flavorful, it’s hard to see why you’d pick this over a standard M-U.
What does an Elementalist get?
The Downside
Why add the class?
M-Us offer unparalleled versatility—disabling enemies (Web), becoming invisible, picking locks (Knock), or teleporting globally. The Elementalist sacrifices this flexibility for the ability to boss elementals around.
While flavorful, the class fills a narrow niche. M-U’s do it better. It doesn’t make the ‘best of’ list.
By popular demand Roger Moore finishes what Gygax started. Is this power creep? Half-ogres can gain unlimited fighter levels, level 4 as clerics, and can multi-class. Unfortunately, Moore’s article is full of filler.
What does a Half-Ogre get?
The Downside
Why add the race?
In a mini-campaign I ran years ago, two players chose half-ogre fighter/clerics. At low levels, they were powerhouses, boasting high hit points, exceptional Strength, and cleric spells. However, we stopped before the characters reached higher levels where things might have evened out and the cleric cap would have hurt. Half-ogres are fine if only one is allowed in the party and someone really wants to play a ‘big’ race. On reflection, though, half-orcs fill this role better, making half-ogres redundant.