Fourth Dimension, the game of Time and Space. You get to play a Time Lord in this one, with an army of Guardians, Rangers and Warriors. No dice in this game - all about the strategy.
In terms of articles, the first one up is about playing EN GARDE! (love the days of capitalized game names) as a solitaire game. Folks might find a use in the Critical Hits table.
Die Roll. Result (Damage Points)
1-10. Light Leg Wound (Base 20 + 16-sided die roll)
11-20. Light Left Arm Wound (Base 20 + 16-sided die roll)
21-30. Light Right Arm Wound (Base 20 + 16-sided die roll)
31-40. Light Head Wound (Base 20 + 16-sided die roll)
41-50. Light Body Wound (Base 25 + 16-sided die roll)
51-60. Serious Leg Wound (Base 50 + 120-sided die roll)
61-70. Serious Left Arm Wound (Base 50 + 120-sided die roll)
71-80. Serious Right Arm Wound (Base 50 + 120-sided die roll)
81-90. Serious Head Wound (Base 50 + 120-sided die roll)
91-99. Serious Body Wound (Base 100 + 120-sided die roll)
Love the 16-sided dice and 120-sided dice - not sure how that was accomplished, though I'm sure a dice whiz can inform us in the comments. If modifying for use in "traditional fantasy games", you could maybe replace "Base 20 + 16-sided die roll" with 6 + 1d6 or something like that.
Next is some fantasy fiction by Gardner F. Fox - "The Thing from the Tomb". The first paragraph goes thus ...
"Niall of the Far Travels reined in his big grey stallion, lifting his right hand to halt the long column of riders who followed him across this corner of the Baklakanian Desert. In front of him, and far away, he could make out a dark blotch on the golden sands toward which he wasJeff P. Swycaffer presents "Mind Wrestling", a variation on psionic combat. To be honest, I still regret not throwing in a psionics appendix into Blood & Treasure. The idea here is that two people are attempting to push a cloud of power suspended between them into their opponent's mind. The system uses a double track to represent the "field" of combat. Attackers secretly declare an outside or center attack, defenders secretly divide their Psionic Strength between outside and center defense, and then the attacker's Psionic Strength (+40 or doubled, whichever is less) is compared to the defender's strength. If a ratio of 2:1 is achieved, the marker is moved one space. If a ratio of 3:1 is achieved, it is moved two spaces. The attacker then has his psionic strength returned to normal and loses 3 points, and the defender loses twice as many points as his marker was pushed back. Simple system, and would probably be a fun game-within-a-game, especially for psionics-heavy campaigns.
Carl Hursh has rules and guidelines for water adventures on the Starship Warden. Lots of monster stats, including craboids and gupoids.
Michael Mornard presents notes on armor for fantasy games, maybe the first article to talk about how D&D armor and weapons is heavier than real armor and weapons.
Gygax's Sorcerer's Scroll presents the random generation of creatures from the lower planes - always a fun one, and I highly suggest people use it when sicing demons of various types on their players. You can either use it to generate additional "types" of demons, or use it to alter the appearance of existing types.
James M. Ward presents an article I'm excited about - Damage Permanency (or How Hrothgar One-Ear Got His Name). This system is used when a person is reduced to 1 or 2 hit points. When this happens, there is a 50% chance of no permanent damage, a 20% chance of needing magical healing to heal properly, and a 10% chance of being maimed unless wish or a 5th level or better clerical healing spell or device is used.
What follows are a number of tables - one to determine the area of the body damaged, and tables for each body location to determine what happens. Head damage, for example, is as follows:
1-12 Hearing Loss
13-24 Sight Loss
25-36 Speech Impaired
37-48 Charisma Impaired
49-60 Intelligence Impaired
61-72 Wisdom Impaired
73-88 Fighting Ability Impaired
89-100 Spell Ability Impaired
Of course, more detail follows. "Spell Ability Impaired" mean that the person loses one level of spell ability - i.e. a 3rd level magic-user would have the spells of a 2nd level magic-user.
The Design Forum features "Dungeons and Prisons" by Mark S. Day. Essentially, it covers the idea that dungeons should have some prison cells, and gives a few notions about how one might use them.
And that does it for Dragon in March 1979 - a useful little issue. One parting shot ...
Ah - the good old days were just getting started in 1979!
Soon, I'll review the latest adventure offering from Tim Shorts - Knowledge Illuminates!