As I prepare for running the Black Blood of the Earth game using 1E AD&D, I have been looking through issues of Dragon magazine for articles that will be useful to me. These include house rules, minor subsystems that govern particular aspects of the game, and so on. Here's a list of some that I think will be useful to me:
"Living in a Material World", #81. A way of making use of the material component rules in spellcasting. Gives the likelihood of finding the components, the cost, and so on.
"Fighters for a Price", #109. Extensive notes on mercenaries and how to hire them.
"Giant-sized Weapons", #109. Weapons for people who are bigger than humans.
"For King and Country", #101. The best alignment system for D&D-type games, possibly excepting the original Law/Neutral/Chaos system.
"Tables and Tables of Troops", #99. Expansions for determining the troops that are attracted to high-level fighters.
"When It Gets Hit, It Gets Hurt", #73. The only crit system I've ever liked for D&D-type games.
"The Mystic College", #123. Some notes on institutions for magic-users, instead of a simple tower.
"Weathering the Storms", #137. Simple tables for random weather.
"Treasures of the Wilds", #137. The values of various animal parts.
"What's for Lunch?", #137. A hunting system.
"Weapons Wear Out, Skills Don't", #65. An alternate proficiency system.
"The Natural Order", #122. More druid spells.
"A Capital Idea", #113. Businesses for PCs to run.
"Clout for Clerics", #113. Expanded rules for running clerical domains.
"The Role of Nature", #108. How to make use of weather.
"Sticks, Stones, and Bones", #97. Guidelines for nonstandard weapon use.
"Short Hops and Big Drops", #93. Ideas for setting limits on jumping for characters.