The Chronicles of D&D: Dungeon and Dragon Magazines

Dungeon and Dragon magazines, the twin pillars of Dungeons & Dragons (D&D) literature, have left an indelible mark on tabletop role-playing games. Initially known as Dungeon Adventures, Dungeon and its companion Dragon were invaluable resources for Dungeon Masters and players. These magazines have garnered cult followings throughout their publication, evolving and transitioning from TSR, Inc. to Wizards of the Coast and beyond.

Red Dragon by Keith Parkinson

Origins and Early Days

Dragon magazine emerged in 1976 as a monthly successor to TSR’s earlier publication, The Strategic Review, which began a year prior. Initially designed to support Dungeons & Dragons and TSR’s games while covering the broader wargaming industry, Dragon quickly became a harbinger of change. The soaring popularity of Dungeons & Dragons separated it from its wargaming origins and spawned an entirely new industry. Consequently, TSR discontinued The Strategic Review after seven issues, replacing it with Little Wars, which focused on miniature wargaming, and The Dragon, which highlighted roleplaying games.

Dragon magazine, a catalyst for Dungeons & Dragons innovation, became a crucible for rules, spells, monsters, and concepts that permeated later official game products. The 1980s Dragon articles by Ed Greenwood introduced the Forgotten Realms campaign setting, ultimately becoming a primary “world” in official Dungeons and Dragons offerings. The magazine’s influence extended beyond its pages, shaping the game’s evolution and solidifying its place in fantasy roleplaying.

Dungeon made its debut in 1986 under the editorial guidance of Roger E. Moore. The magazine’s premise was simple yet groundbreaking: a periodical dedicated solely to modules, adventures, and scenarios for AD&D and D&D gaming. The inaugural issue, undated but marked as “November/December 1986,” laid the foundation for a rich tapestry of content featuring contributions from both amateur and professional writers within the fantasy role-playing community.

The format of Dungeon was distinct, comprising 64 pages filled with short D&D and AD&D game adventures of varying lengths and complexity. The magazine embraced a broad spectrum of content, from dungeon crawls to wilderness camp-outs and Oriental Adventures modules to solo quests, providing a platform for diverse storytelling within Dungeons & Dragons.

Azurax by Daniel Horne

Wizards of the Coast Era

With the financial struggles of TSR, Inc. in 1997, the company, including both magazines, came under the umbrella of Wizards of the Coast (WoTC). As the new parent company refocused efforts, they licensed the publishing rights of Dungeon and Dragon magazines to Paizo Publishing for the next five years.

WotC’s nonrenewal decision in 2007 marked a significant shift in the magazine’s format. April 2008 saw the launch of a website featuring online versions of Dungeon and Dragon magazines, catering to a global audience. Now subtitled as “A Dungeons & Dragons Role-playing Game Supplement,” the magazines retained their commitment to delivering adventures and articles tailored for Dungeon Masters.

Undead Guardians by Robh Ruppel

Hiatus and Cessation

Despite the online transition, both Dungeon and Dragon magazines went on hiatus in 2014, coinciding with the impending release of Dungeons & Dragons 5th Edition. The final online versions were issued in December 2013, marking the end of an era and leaving a void that a new publication would soon fill.

In April 2015, Wizards of the Coast introduced the successor to Dragon and Dungeon magazines with the online release of Dragon+. The new magazine continued the legacy of its predecessors, adapting to the evolving landscape of tabletop gaming content.

Legerdemain Theater by Paul Jaquays

Content and Contributions

Numerous renowned figures in the gaming industry, including celebrated writers, game designers, and artists, have contributed their work to Dragon magazine. Throughout its existence, Dragon frequently showcased fantasy fiction, encompassing short stories and novel excerpts. However, the prevalence of fiction stories dwindled after the 1990s, with occasional exceptions such as an excerpt from George R.R. Martin’s A Feast for Crows. Additionally, the magazine included reviews of fantasy and science fiction novels and occasionally delved into unique films like Mazes and Monsters.

Dungeon magazine’s hallmark was its dedication to providing Dungeon Masters with ready-to-play game scenarios, often called “modules” or “adventures.” Each issue contained a variety of self-contained, pre-scripted adventures that spanned different levels and themes. Dungeon aimed to streamline the preparation process for DMs, offering a comprehensive package of ideas, plots, adversaries, illustrations, maps, and character dialogue.

From their inception, the magazines published content compatible with various forms of Dungeons & Dragons systems. With the shift to Wizards of the Coast’s unified D&D product line, they adapted accordingly, catering exclusively to the 3rd Edition, 3.5E, and later the 4th Edition of the game. The magazines were an affordable alternative to standard-format modules, making them a staple resource for Dungeon Masters and players.

Baron Urik von Kharkov by Robh Ruppel

Polyhedron Integration and Adventure Paths

Dungeon changed its format over the years, including a merging with Polyhedron, the monthly membership publication of the Role-Playing Game Association, from 2002 to 2004. Editor Erik Mona’s decision to discontinue the Polyhedron component in 2004 marked a renewed focus on Dungeons & Dragons content.

In 2003, Dungeon introduced episodic, multi-part adventures known as “Adventure Paths.” These serials guided player characters from the early levels to epic levels, providing a cohesive and immersive gaming experience. Notable Adventure Paths included Shackled City, Age of Worms, Savage Tide, and Scales of War, enhancing the magazine’s reputation for engaging, long-term campaigns.

Grog, the Half-Ogre by Daniel Horne

Legacy and Impact

Dungeon and Dragon magazines, throughout their storied history, left an enduring legacy within the D&D community. These publications not only fueled the imagination of players and Dungeon Masters but also served as vital platforms for aspiring writers to showcase their talents. The transition to an online format ensured that the spirit of these magazines lived on, reaching a global audience and adapting to the changing landscape of tabletop gaming.

These magazines remain iconic symbols of the golden age of tabletop role-playing games. Their contributions to the Dungeons & Dragons universe, from innovative adventures to insightful articles, resonate with fans worldwide. While the physical magazines may no longer be in print, their digital counterparts and the subsequent Dragon+ magazine carry the torch forward, keeping the flame of creativity and storytelling alive in the realms of D&D.

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