Which reminds me of the articles on how to create riddles and work them into your adventures. I loved those.Joshua Randall said:Some of my favorites:
* An article on runes, including a runic alphabet. (Dethek?) As a bonus, had some runic riddles which were campaign seeds in their own right. ("I guard beneath / Rubies three, sapphires three / And crown of gold." - Who doesn't want to find that location?)
I think you may be misremembering the tone of the article. I never took it as being adversarial-GMing-specific, or even particularly pertinent. Most of the advice falls into the category of "how to be a better adventurer", and a lot of it was character-level, rather than player-level. Yes, some of it was strategic advice--but it no more championed adversarial play than the current PH, or the many [current] Dragon articles on optimum multiclass or feat progressions. You can be highly strategic without metagaming, and you can metagame with out being adversarial.* "Be aware, take care: principles of adventuring success" - or something like that. Advice to the players about how to keep their PCs alive. Somewhat dated now, in that D&D has evolved beyond its DM-vs-players paradigm. But a new series for the players (rather than endless templates and upgrades for monsters = the DM) would be welcome.
I dunno. There's a fair bit more detail on this in the PH than there used to be, isn't there? Personally, i don't remember that article as being particularly revelatory--i'll have to give it another read.* An article describing the six ability scores. Was very good on differentiating Intelligence from Wisdom and Strength from Constitution. An update for the modern era would be especially helpful to new players.
* "Of rogue-stones and gem-jumping", one of Ed Greenwood's Realms articles. Some of this material made its way into the FRCS, but not the evocative backstories. (Again - campaign seeds!)
Further evidence (along with the majority of the citations in this thread), IMHO, that the fluff is what makes or breaks RPG stuff. Crunch is good, but the best crunch in the world falls flat without the fluff to bring it to life. And, IMHO, this is where a lot of the current Dragon articles fall down, and why they don't appeal to me as much as old Dragon articles do, despite using mechanics i'm not using.