#189 Fantasy From the Rest of the World. January 1993. -The Dark Continent-- Want a brand new land to challenge any adventurer? Here's Africa with a wild twist. -Arms & Armor of Africa-- You'd better know your knobkerrie from your isiHlangu. -The Other Orientals-- Can't wait for Oriental Adventures to hit the AD&D 2nd Edition game? Here it is! -Rhino's Arm, Tiger's Claws-- From "four mirror" armor to the talwar: what the well-equipped warrior uses in India. -The Known World Grimoire-- A new column on the AD&D game starts with some notes on fantasy economics. -Bazaar of the Bizarre: Something Magical for the Complete Savage-- Barbarians have magic you wouldn't believe - or care to have used against you. -Completing the Complete Bard-- Bards with lots of class and with no class at all: two new bard kits for the AD&D 2nd Edition game. #188 Good Advice For Heroes: Watch It! December 1992. -That's "Role," Not "Roll"!-- Thoughts on how the game master can help the players. -Be Nice to Your Referee--There's more to being a good gamer than rolling dice and painting miniatures. -Roles For Role-Players-- New ways to help your game master and keep the excitement high. -The Wizards Three-- A pleasant meeting between three worlds' most powerful spell-casters. -Bazaar of the Bizarre: Swords Aplenty!-- Ten swords now lost (and up for grabs) in the FORGOTTEN REALMS setting. -Novel Ideas-- R.A. Salvatore reveals how a hero and his "legacy" were almost never born. -The MARVEL-Phile-- Not your normal undercover types: SHIELD's Super-Agents! -Mind Over Matter-- Which AD&D game character class is best? The psionicist, says this writer. #187 Across the Beautiful, Savage Countryside. November 1992. -The Wild, Wild Wilderness-- Rhinos, rattlesnakes, and realistic tactics of the animal world. -Deadlier Dinosaurs-- What's Dilophosaurus got that Tyrannosaurus doesn't? You don't want to find out in person! -Bazaar of the Bizarre: Magic of the Wilderness-- Druids need a boost - and here are the magical devices to do it. -The Ecology of the Dakon-- The "shabby apes" of the FIEND FOLIO tome get a facelift for the AD&D 2nd Edition game. -Arcane Lore: Elementalists-- Earth, air, fire, and water - an elementalist's playground for new spells. -The Lonely Harpist and the Lady Rogue-- Two half-elves to watch out for in the FORGOTTEN REALMS campaign. -The MARVEL-Phile-- Some spider-foes are very unpleasant indeed: Marvel's Deathweb takes a bow. -The Dragon's Bestiary-- This month: the aptly named kruel and the laziest (and most successful) feline carnivore. -Troubleshooting Your Games-- How can you make your game fun when the players are fighting amongst themselves? Some tips for all game masters. #186 Halloween Greetings, Fresh From the Grave. October 1992. -50 Castle Hauntings-- You don't want a mere ghost to scare the heroes. You want a ghost they'll remember forever. -Mission: Impossibly Dangerous!-- How to darken the future (and the characters' lives) in GDW's DARK CONSPIRACY game. -The Dragon's Bestiary: Unique Undead-- Three new undead: one good, one evil, and one that's rather shocking. -Welcome to the Neighborhood!-- How's the night life in the necropolis? Make cities sparkle in AD&D campaigns. -Novel Ideas-- A new world opens in TSR's book lines - for the D&D game! -Give Your Villains a Fighting Chance-- Whatever tricks the players use work just as well for the evil wizards. -The MARVEL-Phile-- The Thing That Shouldn't Exist meets The Monster From Planet X. #185 At War For a World's Survival: Athas. September 1992. -The Arena Master's Arsenal-- Ten of the deadliest weapons any fighter can hold. -Mastered, Yet Untamed-- Athas has no horses, but it does have driks, jalath'gak, and undead watroaches. -Twenty Tricks for Castle Defense-- Goblins knocking at your gates? Here's some advice for all castle owners. -Magic in the Evening-- The two most famous wizards of the FORGOTTEN REALMS and GREYHAWK campaigns meet at last! -The MARVEL-Phile-- Operation: Galactic Storm is over, but memories of its heroes live on. #184 Nonplayer Characters Have Fun, Too. August 1992. -Courts & Courtiers-- A player has one character, but a game master has a thousand. -Really Good Bad Guys-- There's everyday scum, and then there's scum with imagination. -The 7-Sentence NPC-- Turn your nonplayer characters into people in just seven simple lines. -"You Again!"-- The worst enemies are those who never forget (and never stay dead). -The Referee's Code of Honor-- Six things you can do to run a better AD&D game. -Novel Ideas-- Author Troy Denning sheds light on his DARK SUN novels. -Magic With an Evil Bite-- The vilest race in the SPELLJAMMER universe just got worse. -Audible Glamour - Not Clamour-- Words are a game master's most powerful tools. #183 Magic Plus Science Equals Wonder. July 1992. -Magic & Technology Meet at Last!-- Welcome the fourth-edition GAMMA WORLD game - to your AD&D campaign. -Advice to a High Lord-- The intricate ins and outs of West End Game's TORG system. -"Avast, ye swabs, and heave to!"-- It's a pirates life in the SPELLJAMMER campaign! -Unidentified Gaming Objects-- A gamer's view of UFO theories (with a saucer-full of gaming hooks). -The Vikings' Dragons-- The rest of the linnorms, for better or Norse. -The MARVEL-Phile-- Double trouble for the foes of Excalibur: Cerise and Kylun. #182 Dragons: Born of Imagination. June 1992. -Not Cheaper by the Dozen-- Twelve of the DRAGONLANCE saga's most egg-citing creations. -The Vikings' Dragons-- Linnorms: the first of a two-part series on the Norse dragons. -The Dragon's Bestiary: Dragon-Kin-- Two other unhealthy branches of the dragon family tree. -Novel Ideas-- Two new horrific novels, spawned in the mists of Ravenloft. -The Wild, Wild World of Dice-- Okay, so how many six-sided dice do you own? -Kings of the Caravans-- A land like the FORGOTTEN REALMS requires tought merchants. -Dragonslayers on the Screen-- Some handy guidelines for letting your computer be your DM. -"Ready! Aim! Fire!"-- What's so good about a crossbow? An on-target article for all fighters. -Psionics - In Living Color-- Add new richness to your AD&D game with these DM tips. -The MARVEL-Phile-- What little surprises might Dr. Doom have in store for you? #181 Every Great Wizard Starts With a Dream. May 1992. -Sorcery & Strategy-- When it comes to warfare, don't get caught with your cloak of protection down. -Pages From the Mages-- Why don't you want to be hit by a blackstaff spell, and more. -That's Certainly Un-Familiar!-- Turn your black cat familiar into more than a liability. -Bazaar of the Bizarre: Oriental Items-- Two mystical new items from the Orient: dragon bones and a sword of storms. -More Magic for Beginners-- You need magical items that won't unbalance your campaign? Look no further. -Homebody Heroes-- If you don't go adventuring , what good are you? -A Very Special Agent-- A TOP SECRET/S.I. game agent needs every advantage he can get. -The MARVEL-Phile-- News you can use from the MARVEL UNIVERSE. #180 Bringing a Little Chaos Into Your Life. April 1992. -Suspend Your Disbelief-- Maybe it's fantasy, but your campaign must still make sense! -Not Another Magical Sword!?!-- Why own just any other magical sword when you can own a legend? -Your Basic Barbarian-- So your fighter has a 6 Intelligence. Make the most of it. -Hot Night in the Old Town-- If your cleric thinks his home life is dull, wait till the DM sees this! -Your Own Treasure Hunt-- When funds run low in your gaming club, it's time for a fund-raising adventure. -Novel Ideas-- Two new trilogies are launched from the two popular settings. -The Dragon's Bestiary: Peculiar Beasts-- A goat that knocks down walls, and a lizard that knocks down everything. -Wear Your Best Suit!-- The best defense is a battlesuit in the MARVEL SUPER HEROES game. -The Wanderers-- Wouldn't it be nice to have logical random-roll encounter tables?