The cover to White Dwarf issue 3 is one I particularly like, because the adventurous couple, who have obviously bit off more than they can chew, aren't wearing any armor. I like this because our first level characters never really wore any either, except for the odd fighter who claimed he was of knightly stock and had inherited some chainmail. The reason for this was simple - you go into dungeons to liberate large amounts of cash and the more you are weighed down by armor, the less you can be weighed down by treasure. In the first few levels of the dungeon, those amounts of cash are likely to be copper or silver rather than gold, so you really need the carrying capacity. At least, that's how we reasoned it. As a result, the lives of our PCs tended to be nasty, brutish and short (a bit like the players, really - we were 12-13 year old boys...)
Turning to the contents, the first article is extremely interesting and I suggest still useful. It suggests a non-geomorphic approach to solo dungeon mapping which requires considerable investment in time to set up but once you've built your library of 200' by 200' dungeon elements, you can use it to create a massive variety of dungeon layouts. I did this one summer vacation and it worked extremely well. Worth looking at.
Quick-Start Saturday: DUNGEON, INC.
6 hours ago