Outsiders & Others

PWWO: Calidar, Part 2

The Other Side -

A while back I a did a "Plays Well With Others" for Calidar. It's pretty to do, there are a lot of great ideas and it has a system that lends itself well to easy conversion.  After doing a series of reviews I thought another go at another PWWO.

The Reviews
For this PWWO I think I am going to focus mostly on Calidar On Wings of Darkness and related products.  In particular the various magic schools featured in Caldwen.

Given the various conversion guides and the rules presented in the books, mathematical style conversions are less of an issue, the big factor is more how do I replicate the same feel of Calidar in a different game while still preserving what I liked about the original game.

Calidar and "New" D&D


These are the easiest of course.  The level limits for both D&D 5 and Pathfinder are a set 20. So follow along with the rules for 20 levels.  D&D 5 and Pathfinder characters tend to be more powerful than their same-level counterparts in older editions.  Cantrips really boost what a Wizard can do every round even at the lowest levels.  Plus the addition of cantrips can become an interesting element to the wizard school. 1st level wizards/magic-users have a lot more they can do.

Retro-Clones


These conversions are handled by various current products and upcoming products from Calidar.  Plus these mimic the games played by most of the people involved with the Calidar lines.

Calidar and Glantri


Let's address the obvious mix here.  Bruce Heard is fairly well known for his work on the Mystara lines and Glantri in particular.  You can use details from one mage school for the other, they are roughly compatible in style, and it makes either product a little more robust.  You do lose a little of the unique feel of Calidar this way if you set it all in Glantri.  Though what I have been doing is considering setting the caldera on the north pole.  The whole area is hidden away from the rest of the world.  Still playing with this idea.


I am using the "Mystoerth" map for this. I made a globe, and see there is some room up on top. Enough for Calidar?  I have not done the math yet, but it looks right.   I still to play around with it.

That is if my next idea doesn't take over.

Mage: The Sorcerer's Crusade


This idea has grabbed my imagination.  Calidar has a great early Renaissance feel to it.  So somewhere between Dark Ages Mage and Mage the Sorcerer's Crusade is a perfect time.  In this case I would use Calidar as is, but the game system would be White Wolf's Mage.
What I have not decided yet is if the various schools represent Spheres (which means Mages would need to attend to multiple schools) or Traditions (which would make the rivalries more intense).
So everyone in "How to Train Your Wizard" would be part of the Euthatoi.   I think just to have some fun I would keep the Verbena out of it unless I work in the Glantri Wokani.

There is a lot I would love to do with that idea.  D&D backdrop, Calidar setting, Mage/White Wolf rules.  The possibilities are staggering, to be honest.

Conversion though is a bigger issue.  The Calidar system is pretty flexible, but it is level-based to a large degree. Mage uses the White Wolf Storyteller system which is a dice pool system. So the conversion books won't be much help here save to figure out some guidelines.  Still maybe if I can dig up a copy of Monte Cook's d20 World of Darkness it might give me some ideas.

WitchCraft


Nothing specific yet.  But if I can convert Mage I can convert this a lot easier.

Most likely I would combine a lot of these ideas to make the schools in Calidar a little less D&D and little more Scholomance if possible.

Blue Rose AGE


Ah.  Now here is something that would be a lot of fun.
I would need to make some changes to what kinds of magics could be taught at the schools, but AGE is level-based and so should convert well.  Green Ronin already did some of the heavy lifting for me with their converting for Fantasy AGE.

The bottom line is that Calidar gives me a great magic school that I really want to drop anywhere.

Plus it gives a Fantasy-era Breakbills and an excuse to do this:



And any excuse to put more Brakebills into my games is a good one.

Bordering Ticket to Ride

Reviews from R'lyeh -

Since 2007, the 2004 Spiel des Jahres award-winning board game Ticket to Ride from Days of Wonder, has been supported with new maps, beginning with Ticket to Ride: Switzerland. That new map would be collected in the Ticket to Ride Map Collection: Volume 2 – India & Switzerland, the second entry in the Map Collection series begun in Ticket to Ride Map Collection: Volume 1 – Team Asia & Legendary Asia. Both of these have proved to be worthy additions to the Ticket to Ride line, whereas Ticket to Ride Map Collection vol. 3: The Heart of Africa and Ticket to Ride Map Collection: Volume 4 – Nederland have proved to add more challenging game play, but at a cost in terms of engaging game play. Further given that they included just the one map in the third and fourth volumes rather than the two in each of the first two, neither felt as if they provided as much value either. Fortunately, Ticket to Ride Map Collection Vol. 5: United Kingdom + Pennsylvania came with two maps and explored elements more commonly found in traditional train games—stocks and shares in railroad companies and the advance of railway technology. The next map collection in the series, Ticket to Ride Map Collection Vol. 6: France + Old West provided two maps exploring a common theme—telegraphing each player’s intended placement of their trains—but the next entry in the line is very different again.

The next entry in the Ticket to Ride Map Collection is not Ticket to Ride Map Collection Vol. 7—whatever that might be,* but is in fact, Ticket to Ride Map Collection Vol. 6½: Poland. And it only contains the one map, that is, of course, Poland. Originally released as Wsiąść Do Pociągu: Polska and only available to buy in Poland, it is now available with the rules in both Polish and English, and available to buy outside of Poland. Ticket to Ride Map Collection Vol. 6½: Poland is designed for two to four players, is played on a square rather than a rectangular board—so two thirds the size of a standard Ticket to Ride board, and thematically shifts into the nineteen fifties and the reconstruction of the Polish railway network following World War II. Like other entries in the Ticket to Ride Map Collection series, it only requires a set of Train cards, train pieces, and scoring markers from a base Ticket to Ride set to play.

* Actually that title is Ticket to Ride Map Collection Vol. 7: Japan + Italy

Poland’s board is depicted in dark green surrounded by the earthy tones of her neighbours, who play a major role in how points are scored in Ticket to Ride Map Collection Vol. 6½: Poland. The seven are Biatoruś (Belarus), Czechy (the Czech Republic), Litwa (Lithuania), Niemcy (Germany), Rosja (Russia), Stowacja (Slovakia), and Ukraina (Ukraine). They are also represented by corresponding sets of Country Cards for a total of twenty Country Cards. Each set is also given a set of descending values, so the Czechy set is valued ten, seven, four, and two, and the Rosja set is valued seven, four, and two. Most Country card sets contain three cards, only the Czechy set has four and the Litwa card just has the one. The thirty-five Destination Cards show connections between Poland’s various cities and each comes with a little map showing the positions of the two cities a player needs to connect to complete. In the case of Ticket to Ride Map Collection Vol. 6½: Poland, this is almost a necessity as not everyone is familiar with Poland’s cities and where they are.

At the beginning of the game, each player receives just thirty-five Trains, and the standard four Destination Cards and four Train Cards. Play is almost exactly like standard Ticket to Ride. On his turn, a player can either draw Train Cards, draw new Destination Cards, or claim a route between two cities. Where Ticket to Ride Map Collection Vol. 6½: Poland is different is how the countries and Country Cards work. From the moment they were introduced in Ticket to Ride: Switzerland, players could score points by completing Destination Cards which connected a city to a country or a country to a country, and they have appeared in several expansions since. In Ticket to Ride Map Collection Vol. 6½: Poland, there are no such Destination Cards.

In Ticket to Ride Map Collection Vol. 6½: Poland, a player does not score points when he connects a country to a country. Instead, when he does so, he takes the top card from the Country Set for each country he connects to. He cannot repeat this, but if he then connects this connection to another country, then he takes the top card from the Country Set for each country he connects to—even if he has already taken cards from the now connected Country Sets. Plus, the earlier a player makes a connection between two countries, the higher the value of the Country Cards left in the set. This sets up a race between the players to be the first to connect countries because they mean more points.

Although they are not the only means of scoring points in Ticket to Ride Map Collection Vol. 6½: Poland, they are an important means. This is because the map has no routes six spaces long, just the one route five spaces long, and just a few routes four spaces long, the rest being short, either three, two, or one spaces long. Which means although they are relatively easy to claim and thus build a series of connections between cities to complete a Destination Card, they do not score a lot of points. Further, none of the Destination Cards score a player more than thirteen points and most score much, much less. Most of the shorter routes are also in the centre of the map, so there will be a scrap in game of Ticket to Ride Map Collection Vol. 6½: Poland to build routes across the centre of the country—especially in a four-player game. Whatever the number of players, this map involves a lot of blocking and that means Ticket to Ride Map Collection Vol. 6½: Poland is less suited for play by the casual gamer.

So the players will need to find another source of points if they want to do well in the game and win. One is to draw more Destination Tickets and there is some value in that given the possibility of a player having already connected or partially connected the route on a newly drawn Destination Card. The other is connecting countries and thus not only scoring by claiming the routes to those countries, but also by drawing Country Cards from the seven sets. Which is fine, except that everyone is after them, and so there is a race to claim these before anyone else! Unlike the other routes, the actual connection to countries cannot be blocked, so if there are three routes connecting to a country, then all three can be used.

Physically, Ticket to Ride Map Collection Vol. 6½: Poland is as well produced as you would expect for a Ticket to Ride expansion. Everything is high quality and the rules are easy to understand and come in two versions—English and Polish. This does mean that Ticket to Ride Map Collection Vol. 6½: Poland is not as easily accessible by speakers of other languages as Ticket to Ride typically is. Perhaps another issue with Ticket to Ride Map Collection Vol. 6½: Poland is that the map is a bit too dark and oppressive, but that is an issue with the aesthetics and should not affect play.

What Ticket to Ride Map Collection Vol. 6½: Poland shows is that you do not have to alter very much in a Ticket to Ride game to change the feel of the game. This expansion is tighter and more competitive with players having to balance the need to complete Destination Cards with connecting countries in order to score points and win. This makes Ticket to Ride Map Collection Vol. 6½: Poland an expansion for Ticket to Ride devotees rather than casual or family players of any of the core sets. For the Ticket to Ride devotee, Ticket to Ride Map Collection Vol. 6½: Poland is a tighter, more cutthroat expansion which forces players to race for more than Destination Cards.

Review: CA1 Calidar Dreams of Aerie

The Other Side -

I make my last stop on my vacation in Calidar to an honest to god Flying Circus!
Monty Python quotes and references are as much a part of the D&D experience as anything else really.  Let's be honest, how many games start out as "Excalibur" but end up as "The Holy Grail"?  Well now, thanks to Bruce Heard and Calidat you can bring a real live Flying Circus to your games.  The Monty Python references might be light in the book, but the games will abound with them.

CA1 Calidar Dreams of Aerie
PDF, Hardcover and Softcover, 132 pages, Color covers. Color and Black & White interior art.

I am reviewing the PDF and softcover book from the Kickstarter.

Dreams of Aerie is for the Calidar world setting, but let me say this upfront, you can use this anywhere with any system. The book uses the Calidar game system, which is not really a system but a short-hand way of talking about stats.  If you have any of the other books you will know what this is and how to convert it.

The book is part source guide and part mystery adventure. The setting is the Amazing Flying Circus a traveling circus that flies overhead.  There is some great in-game/in-universe background to this circus and how it is no longer at its hey-day, but it is also attempting to reclaim its former glory.

Now. If this is all this book was, then it would still be a fantastic bit of work.  But we do get a lot more.

The circus is home to all sorts of entertainers as well as misfits and those rejected by society. In many ways it mirrors a real circus from our, or most worlds.  It is also a religious monument to one of Calidar's gnomish gods, Belgomeer.  That gives it a nice twist.  I'll discuss this more at the end.

We get a great cast of characters including the Ringmaster, Vox Hammerdin, aka The Great Mirabilis.  That's a hell of a name! Based on his style and personality I think he must be related to my Crazy Omar.  There are so many interesting NPCs here I could spend pages talking about them, but instead, I will leave it at that and let you discover them on your own.  These NPCs are needed because of the adventures character can have here.  There is a cult plot to take over the circus, a murder, rival factions, and 11 different guilds that make the circus work. Oh and the dragon in the middle of the maze on the lower decks.

That makes up the first 30 or so pages of the book.

What comes next is the adventure hook for the players. The players, and characters, can be hooked in on the circus' arrival alone or get a letter from the Ringmaster or even the local Mayor.  The main mystery deals with the disappearance of the show's "Bearded lady", Branna “Stubble” Briarchin.  She has been in fact murdered in part of the plots of the cult of Balladoo-of-the-Hoo, who are trying to take control of the circus away from the followers of Belgomeer. The PCs need to uncover the murder and cult plot.  But even if you and the players are not interested in this hook, there are plenty of reasons to visit a Flying Circus.  Let's start with the fact that it is a flying freaking circus!  The murder and cult plot though are well done and plenty of clues are provided for the GM to hand out to the players when they find them.  It also gives them an excuse and leave to explore the entire circus.

There is a detailed description of all parts of the circus, all three decks, with some beautiful maps and art here.  The layout by Calidar's cartographic expert Thorfinn Tait is fantastic.  This book is not just fun to read it is gorgeous to look at.  This part covers about 110 pages of the book. So yeah, really detailed.

There is an appendix with character stats, but keep in mind that most people you run into here are not meant to be fought. These are not "monster" stats even if the person you encounter might be a monster in a different situation.  This adventure is about solving a murder and stopping a cult, not "killing things and taking their loot".  You can use this with any system, but the mindset has to be this is a mystery to solve.

The appendix also covers some "Random Events" to keep the players moving along while other things are happening.
There is a great index of all locations. A 1d20 rumor mill. A banner advertising the circus. And some pre-rolled characters to use.

I have said it before but it is true here, Dreams of Aerie punches way above its weight class.
At 130 pages and $6 for the PDF, there is a lot here.  A complete circus, a FLYING circus no less, a murder mystery and a cult faction war.

The Circus as Setting
While the circus is set in the World of Calidar it can easily be used elsewhere or all by itself.  While reading through it I could not help but think back to the old Ravenloft Carnival product. The two might work well together, in particular some of the NPCs. Plus I can't ever resist adding more horror to my games.

Two of my favorite movies are Vampire Circus and of course Tod Brownings Freaks. Both have strong horror themes.  So I guess I find circuses kinda creepy.

The Circus as Religious Center
Dreams of Aerie was written WELL before the third season of The Chilling Adventures of Sabrina.  This season featured a traveling circus full of "pagans" dedicated to the "Great God Pan." Yes. very much in the Arthur Machen vein.  The Amazing Flying Circus is not a collection of the world's misfit monsters and rejected myths.  At least not in the way it was done on CAOS.  There is the faction fighting between the followers of Belgomeer and Balladoo-of-the-Hoo in Dreams that I can build upon.  There is a lot of cult-based conflicts here.

So, in the end, what do we have?  We have a hell of a product with a ton of great ideas, opportunities, and something that can be used in pretty much every game.

Please visit the DriveThruRPG page to see some excellent samples of the maps.

If you want to run a circus adventure then THIS is the one you need. Full stop.

HeroForge 2.0 Color

The Other Side -

Crazy busy day today.  This working and school from home has me working more than ever.  Hell of a way to get job security.

I checked my email and I got my early access to the new HeroForge 2.0 with color, and I am happy to say that it really exceeds my expectations.

There are a lot of nice features, not all are in yet, but enough to make very, very happy I backed this Kickstarter and the original HeroForge Kickstarter.




You get a bunch of tools and textures to work with.




There are some pre-configured color themes that can really help get you started.



Not everything is ready just yet.  Likely good or I'd be spending too much money now.  This will likely be good for tattoos and designs.  If we can upload our own designs then I have a few custom tattoos I am going to do.



While there are plenty of colors to work with you can use a standard RGB palette to adjust everything.

Here are a few I made tonight.


My superhero character Justice.


A new version of my iconic witch Larina.  I love the shading on her hat.


Iggwilv and The Simbul from my War of the Witch Queens campaign.


Of course my two favorite witches. You may or may not be able to tell, but even Tara's fingernails and toenails are painted.  That is the level of control you have.

And my two newest characters.



Asabalom and Maryah.  These are my new druid and ranger characters for Old-School Essentials.  They have made appearances in my Pumpkin Spice Witch book, in NIGHT SHIFT and other places.  They have been my playtest characters for other things as well including a couple of Blue Rose adventures I have written.  I am quite happy with how they turned out.

Maryah, in particular, is just fantastic looking.  If you compare her and Justice to Willow, Iggwilv or Larina above you can see she has more musculature. Appropriate for a ranger and superhero respectively.


If you look you can see her eyebrow piercings are different metals, copper and two gold.

The minis are $45 each in the color plastic OR $145 to have someone paint it there.  Frankly, I am not sure how they are going to make money at $145 to paint a mini given the amount they are going to do.

I am going to at least pick up four right away.  Though it will likely be a couple of months before I see them.

Gonna have to sell more books to feed my mini addiction!

Characters: Freyr, Mage Knight

The Other Side -

One of the things I have been doing as part of my Back to Basics is creating characters using all the Basic-era clones I have.  In particular I have been looking for characters that optimize the system in question.  There things you can do in Labyrinth Lord for example that you can't do in OSE and things you can do in Blueholme that you can't do in either of the other games.

Now, keep in mind "can't" is a strong word.  I should rather say "rules as written".

To keep it interesting I am using characters from the fantasy playtests of West Haven that appear in NIGHT SHIFT in my "Ordinary World" setting.
West Haven also makes an appearance in my War of the Witch Queens campaign, so these characters have also been my playtests for that.

One character I needed was a half-elf knight or cavalier that also used magic.  His main job was to protect his half-sister, an elvish princess, who I am depicting as an elvish party girl. Yes, she was originally a "Valley Elf" back in the 80s.

But back to my half-elf.  None of the books I have really had what I wanted. Not exactly anyway.
That is until I got a copy of CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System
Setting this character in Caldwen makes perfect sense since he is part of a mage school in my concept.  It seemed then at a Mage Knight might be the best choice for him.

So let's try him out.
I am also trying out some new software for character design.
So the art here is from Overhead Software's ePic Character Generator. so far it is pretty fun.

To build this character I am using the following:


Freyr, Mage Knight of Caldwen



Male, half-elf Mage Knight 6th level, Chaotic Good.

Abilities
Strength  16 (+2)
Intelligence 16 (+2)
Wisdom 10 (0)
Dexterity 16 (+2)
Constitution 12 (0)
Charisma 12 (0)

AC 2 (Chain mail, shield and Dex -2)
HP 25
Base THAC0  15 (13 mod)

Saving Throws
Breath Attacks 13
Poison or Death 10
Petrify or Paralyze 12
Wands 11
Spells, Spell-like devices 14

Powers
+4 to saves vs. Paralyzing touch of Ghouls
Spellcasting
Sense Raw Mana
Demon Enmity
Laying On Hands

Spells
First Level: Light, Magic Missile, Shield
Second Level:  Knock, Detect Evil

Really straight forward and he compares well to the 5e version I also created.

Reviews: Conversion Guides to Caldwen

The Other Side -

I am still spending a Virtual Vacation in Calidar's beautiful Caldwen.  But you know what every tourist needs?  A tour guide.  Thankfully our thoughtful travel agent Bruce Heard has supplied us with not one, but two new "tour guides" for anyone traveling to Caldwen.

CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System.

Both books follow the same format. The only differences are the systems they are being converted too.  The books cover both CAL2 Calidar On Wings of Darkness and CA2 How to Train Your Wizard.  Knowledge of PG2 A Players' Guide to Caldwen and Game Mechanics for the World of Calidar is helpful.  (links are to reviews, not the products themselves.)

The books are 30 pages with full-color covers and color with black & white interior art. Prices at $3.95, but currently $2.95.  You do not need both, but I find it nice for my own system analyses.
Unlike the main Caldwen/Calidar books the art here is sparse, but that is by design since the focus of this book is the stats.  Here Heard make explicit the conversions he discussed in the main books using the Calidar game stats.  Depending on the system book you grab, you get easily familiar stat blocks and guides on how to use the books.  Now obviously the "vintage roleplaying" can be used with any 70s and 80s circa version of the World's Greatest Role-Playing Game. Or as I have called here, any Basic-Era edition.  It is labeled for "Labyrinth Lord" but any game similar enough to Labyrinth Lord can be used (ie. only a Law-Chaos alignment axis, race-as-class), or adapted.  The OSIRC-labeled version can also be used with any Advanced-era version of the game.

One of the main features of these books is the Mage Knight class. I am quite fond of this class so I wanted to try it out.  Now I have choices, a "Basic" or an "Advanced" version.  Now the class has been converted faithfully, so don't expect them to look exactly the same between the Basic and Advanced versions.  There is no description of the powers the Mage Knight has, you still need the Caldwen book for that, but this is expected.

After the Mage Knight, we get into the How to Train Your Wizard material. 

Throughout the book, page references to the sourcebooks are given. 
So the great thing about these books is if you play a particular system then you only need one conversion book.  True, it does mean you need two books, but for me the flexibility more than outweighs this minor issue.  I am a system guy, so I like being able to have multiple versions of the same material to blend between my games.  So yeah for 3 bucks it is totally worth it for me, hell it is worth it for 6 bucks to have both versions. 

There is an obvious logical extension here. CAL2C for Pathfinder and CAL2D for D&D5.

Up next, I try out a Mage Knight.

Monstrous Monday: The Jackalope

The Other Side -

There are few creatures that say "Americana" than the Jackalope.  Created from the same tall tales that gave up Paul Bunyan, Captain Stormalong, Piasa Bird and the Hodag. Stories I enjoyed as a kid.

The Jackalope, of course, has had the "advantage" of taxidermy where several stuffed Jackalopes can be purchased across the US.  I have lost track of the number of truck stops, gas stations or diners I have stopped in from California to New York that had at least one stuffed Jackalope for sale.  Though I admit I have never had the desire to own one.

Though having a Jackalope in my games?  Yeah, that is doable.

Jackalope
These creatures seem to be a magical crossbreed of a large rabbit and either a deer or antelope.  The jackalope is a large creature, larger than a rabbit, about the size of a large dog.  Its head comes up to about 2-3 feet, with its antlers adding another 12-18 inches.  Some are smaller but rarely larger.
The jackalope is an intelligent creature, capable of speech and is even known to sing.  It is fond of singing in the evening just as the stars are coming out.
When relaxed the jackalope is a cordial creature and good company. It will even share stories of other magical animals it has met in its life.
When hunted, the jackalope is a fierce opponent.  He will run towards hunters to attack with its antlers. The jackalope is also very fast and can outrun most opponents.


Jackalope (Old-School Essentials)
A large jack-rabbit like creature with antlers and intelligent eyes.
Armor Class 2
Hit Dice 3 (13)
Attacks 1 antlers (1d6+2)
THAC0 17 (+2)
Movement Rate 120' (40')
Saves D12 W13 P14 B15 S16 (3)
Morale 10
Alignment Neutral
XP for Defeating 50
Number Appearing 1
Treasure Type none (Jackalopes have no need for treasure)
  • Antlers. The jackalope can rush an opponent to attack.  The antlers are sharp and cause piercing damage.
  • Fast. Jackalopes are very fast when escaping they can double their speed once per day.
  • Speaking. Jackalopes can speak and sing.

Jackalope (Rhy-creature) (Blue Rose)

Abilities (Focuses)
1 Accuracy (Antlers)
3 Communication (Performance)
2 Constitution
2 Dexterity (Stealth)
1 Fighting (Antlers)
2 Intelligence
2 Perception (Hearing)
1 Strength (Jumping)
2 Willpower

Speed 16
Health 30
Defense 12
Armor Rating 0

Weapon Attack Roll Damage
Antlers +3 1d6+1

Special Qualities
Favored Stunts: Defensive Stance, Lightning Attack
Arcana: Calm, Illusion, Psychic Contact

Threat: Moderate

Jackalopes could be considered Rhy-Rabbits if there were such a thing, but they are a unique sort of creature. All Jackalopes are Rhydan. In this respect, they are more like unicorns or griffins, though some would contend as more humble and even "rustic".
Jackalope rhydan love nothing more than to hop through the land, sing and tell stories.  All jackalopes are natural storytellers.  Not for epics involving dragons and great queens or kings, but simple tales like the luck of widow's sons, or small clever creatures that most heroes would ignore.


Of course, the best Jackalopes sound like Bud Luckey from Boundin'.


[Fanzine Focus XVIII] The Hobonomicon #1

Reviews from R'lyeh -

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is Dungeon Crawl Classics Role Playing Game.

‘Escape from Planet Punjar’ was actually a character funnel. One of the features of both the Dungeon Crawl Classics Role Playing Game and the Mutant Crawl Classics Roleplaying Game is that is possible to play Zero Level characters going out on their first adventure to hopefully survive and return as First Level adventurers. In a character funnel, each player roleplays not one character, but several, ultimately going on to play whichever one of them survives and so achieves First Level and attains a Class. In Dungeon Crawl Classics Role Playing Game, the Zero Level characters are likely to be peasants and in Mutant Crawl Classics Roleplaying Game, they are simple tribal folk ready to undergo their Rite of Passage, but in ‘Escape from Planet Punjar’, the Zero Level characters are citizens living in the lightless, lawless bowels of the ecumenopolis that is Planet Punjar. It is the year 50,000 and the collision of the Doom Planet with Planet Punjar is imminent, and so it has been decreed by the High Lords of Punjar that the planet be evacuated.

Published in August 2nd, 2018 at Gen Con, The Hobonomicon #0 was the inaugural issue of a fanzine written for Dungeon Crawl Classics Role Playing Game. Unlike other fanzines, it comes not in A5 format, but letter size. Written and drawn by many of the some writers and artists who work on titles for Goodman Games—whether Dungeon Crawl Classics Role Playing Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & MagicThe Hobonomicon is the book of the void and of unbelievers, a legendary shadow tome of doom architects and fallen chaos martyrs. Or rather, it presents ‘Escape from Planet Punjar’, a full scenario based on Doug Kovacs’ after hours game at Gen Con.

At the end of ‘Escape from Planet Punjar’ in The Hobonomicon #0, the surviving player characters got off the planet. What happens next is the subject of The Hobonomicon #1. Again, this comes in letter format rather A5 and is written and illustrated by the same team as The Hobonomicon #0. Yet even as you flip open the pages of this issue, you still have to wait to find out. This is because unlike in The Hobonomicon #0, the comic strips appear at the front. ‘Dreams of a Klartesh Fiend’ continues the drug induced nightmare written by James MacGeorge and drawn by Stefan Poag, whilst Doug Kovacs’ ‘Death of a Reaver’ shows us happens to the lone warrior who was beset by a trio of bandits in the first issue who bar her way over a bridge. It is a bloody continuation, but again it does leave the reader on a cliffhanger and really does not tell much in the way of a story in its four pages. In between them is ‘The Cube’, a tale of despair of working in a cube farm by Stefan Poag. It has the style of an underground comic, but really is not adding that much to the issue.

The subtitle of The Hobonomicon #1 is ‘Meat Planet’. It is a continuation of ‘Escape from Planet Punjar’ from The Hobonomicon #0, but not a direct continuation, for it takes place some five hundred or so years after the ships escaped Punjar and joined up with the flotilla of Astro Grenadier vessels. As the scenario opens, the descendants of those who fled doomed Punjar are called to service as part of an Expeditionary Force to the planet below. The player characters are the best that their ships have to offer and in joining the service of the Astro Grenadier, will plead affiliation with one of the flotilla’s four Astral Lords. They will undergo a series of procedures—hypno-training, cyber-surgeries, chemical enhancements, and more—and sent to the planet below.

In game terms, a player can create a character anew, or take the stats of his character who escaped Planet Punjar, but then the player rolls for the character’s Astral Lord Affiliation, mutations from the flotilla effects, flotilla generational effects, and what equipment loadout each Astral Lord provides the character with. The four Astral Lords are Urcommandus, Quintestus Rex, Alpha Divinatus, and Felis Matronus. There is a distinctly Warhammer 40,000 feel to these, but odder and weirder.

Fingle Woznekki IV
Astral Affiliation: Quintestus Rex
Gender: Female 
Occupation: Anarchist Rabble Rouser
STR 18 (+3) AGL 11 STM 16 (+2)
PER 13 (+1) INT 17 (+2) LCK 16 (+2)
Hit Points: 30
Saving Throws
Fortitude +1 Reflex +0 Willpower +1
Mutations: Attracted to anything sticky, only two teeth and ear cancer (immune to sound attacks)
Flotilla Generational Effects: Bad Seals & Low Atmospheric Pressure, Inbreeding and phobia of crowds, Cyber-prosthetics Reliance (genitals), Increased Gravity
Equipment: Robot Legs (+10’ Mov), Flail Arm (1d10), Metal Carapace (+4 AC), Oil-Stained Vestment
Skill: Tinkerer (Combine two items to create a one-use techno-cantrip)

Once done, the newly developed Astral Lord adherents are dropped onto the newly discovered planet. The planet has a strange atmosphere and weirder features, walls which drip fluids, rooms with bone-like supports, veiny-walled corridors, and odd multi-buttoned protuberances. As the player characters explore the planet, they find themselves drawn deeper and deeper towards the centre. What they find there will have profoundly apocalyptic effects…

‘Meat Planet’ requires more preparation than the average scenario. The Judge is provided with a series of tables for randomly generating rooms and corridors, features, and more. She is also provided with a table of possible endings and one of these is generated as part of the scenario preparation. Some of these elements can be rolled on as the player characters progress through the bowels of the weirdly fleshy plant, but these should be mixed in with those already rolled for. Essentially, from the start, the Judge sets up the scenario’s ending and is directing the players and their characters towards it.

Ultimately in terms of a story, there is not a great deal to ‘Meat Planet’. Although there is a certain degree of cleverness to the guidance it gives on running the scenario at a convention as part of an event in which ‘Meat Planet’ is being run at each table, beyond a sense of doom, it is just not that interesting. The main problem is that ‘Escape from Planet Punjar’ from The Hobonomicon #0 is a better scenario, more involving for the players and their characters, and with a sense of urgency to the plot. In ‘Meat Planet’ less so. Plus, the fact that ‘Meat Planet’ is set five centuries after the events of ‘Escape from Planet Punjar’ means it fails to capitalise on the terrific story that ‘Escape from Planet Punjar’ told. 

Bar the cover—which is done in colour, front and back, inside and out—The Hobonomicon #1 is heavily illustrated in black and white throughout. The artwork is excellent, ranging from grim to gruesome, from daft to disturbing, but it all fits. The writing is also good too, perhaps a little underwritten, but enough to nudge the Judge’s imagination, although that will be limited by the environment of the ‘Meat Planet’.

One of the things that The Hobonomicon #0 did do was showcase how the Star Crawl Classics Role Playing Game might start, and one of the things that The Hobonomicon #1 does is showcase how such a Star Crawl Classics Role Playing Game might go in a particular direction. Unfortunately, it is not a desperately interesting direction. Again, if what you are looking for is a potential introduction to a Science Fiction version of Dungeon Crawl Classics Roleplaying Game, a scenario which can be semi-improvised at convention after convention, or perhaps you like Doug Kovacs’ (and others’) art, then The Hobonomicon #1 is perfect for you. Be aware though, The Hobonomicon #1 is simply not as good or as engaging as Hobonomicon #0.

[Fanzine Focus XVIII] Terror of the Stratosfiend #1

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and  Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is Dungeon Crawl Classics Role Playing Game.

Terror of the Stratosfiend #1 is a of a different stripe. Published by Orbital Intelligence LLC following a successful Kickstarter campaign, it is not a collection of random articles, scenarios, monsters, treasures, and so on, but a slim booklet dedicated to just the one event—‘The Drop’, and its outcome—the ‘Terror of the Stratofiend’.

At some point in the past, portals and warp gates opened all over the Earth and began spilling forth giant aliens from beyond the stars at the same time as aliens revealed themselves on Earth itself. A mixture of tentacles, lasers, and chainsaws, they tower over humanity, wreaking havoc with mankind and themselves, followed by humans from the stars, who spoke the same language, but were ready to fight the aliens… Terror of the Stratosfiend #1 contains four new Classes, two new Patrons—the equivalent of gods in the Dungeon Crawl Classics Roleplaying Game, armour, equipment, weapons, and more.

The four Classes are Human Sat-Caster, Half-Stratosfiend Street Whisperer, Stratosfiend Delver, and Stratosfiend Magistrate Gladiatrix. The Human Sat-Caster serves as the eyes and ears of call Orbital Intelligences, able to connect to rogue space stations and weapons satellites to call down hellfire from the skies. Wearing armour of all kinds and armed with the best laser weaponry they can find, they are essentially spellcasters who forge an ‘uplink’ with their Patron who may or may not be in orbit and who really need to maintain line-of-sight with the skies. Created via genetic engineering or unthinkable congress, the Half-Stratosfiend Street Whisperer is half-Human, half-Stratofiend, a tentacled Human despised by both sides, a ‘godkiller’ bound to slay a Patron, who with his volatile genetics, constantly mutates and evolves. As they evolve, their tentacle attacks get stronger and although primarily a stealth-based Class, may also acquire spells through their mutations. The Stratosfiend Delver is one of the terrifying races from beyond the stars, towering bipedal humanoids with combat-capable tentacles protruding from their spines who foster cults around them and who have psionically capable brains which enable them to cast spell-like effects. Lastly, the Stratosfiend Magistrate Gladiatrix are combat monsters, towering even over other Stratosfiends, killing machines whose psionic allure draws their victims in to be slaughtered.  

‘Weapons’ lists traditional weapons like daggers and two-handed swords are joined by modern firearms, such as rifles and shotguns. The warping effect of ‘The Drop’ sometimes leaves its mark upon such weapons, with twenty such effects listed under ‘Upgrades’. So a found weapon might be ‘Homing’, enabling two attack rolls to be made for an attack and the best used or ‘Acidic’, reducing a target’s Armour Class with every hit. ‘Armour’ runs the gamut from the ‘Explorer Exo-Suit’ which is slow and heavy, but is sealed against airborne contaminants and provides a bonus to skill checks and spell casting, to the ‘Twitching Carapace’, which offers increased Armour Class bonus and worse check penalties with every hit to the wearer and if the wearer takes damage when it provides the most protection, can hatch and attack the wearer! The silliest is Beach Gear, which offers less than no protection, but ensures you always hot, oiled, and beach ready, baby…! New items of gear under ‘Equipment’ include parasites, hormonal cocktails, and scanning equipment. For example, the ‘Stealth Organism’ is a living parasite which binds with its owner and uses a combination of pheromones and adrenal boosts to enable the owner to blend with shadows. The organism dies if the owner takes damage. There are downsides to using some of the new equipment. So whilst the ‘Micro-Evolution Syringe’ adds a one-time major boost to the user’s next action, its use—and subsequent use—can corrupt the user.

Terror of the Stratosfiend #1 lists just the one spell. This is Polyphemean Rage, which fires a plasma beam from the user’s single giant eye. This can manifest as the caster’s blinking a million times, the eye glows as particles are sucked into it, the caster winks air around the target begins to boil, or the caster’s eye temporarily turns into a charred gemstone. Like all spells for the Dungeon Crawl Classics Roleplaying Game, it comes with a full table of its effects plus nasty results should the spell misfire or corrupt.

The first of two Patrons in the fanzine is ‘Sky-Lasher the Everlasting, Trident of the Sun’. Whether appearing as a sentient defence satellite or a a bat-winged flaming demon, it is always solar-panelled and supported by bombers, fighter craft, drones, and zealots, ready to bring its adherents the illumination and cleansing fire of the sun. The other is ‘Terror-Eater, the Earthmother’, who resides in the depths of the Earth and who may be the Earth or simply wearing its skin. She will help her worshippers as long as they feed her… Which mostly consists of her sending tentacles up through the Earth, even if that means destroying everything nearby. Both include tables for effects when the Patron is invoked, gifts or taints, and Patron spells. Lastly, the ‘Bestiary’ details Children of Earth tied to the Terror-Eater, the Earthmother and Children of Space tied to the Sky-Lasher the Everlasting, Trident of the Sun, all seven creatures being suitably weird.

Terror of the Stratosfiend #1 is very nicely presented. It is clean and tidy with some decent artwork, though the artwork is of an adult nature in places. It is also full of ideas and rich possibilities, but the problem with Terror of the Stratosfiend #1 is what to do with it. As written, it is designed for use with the Dungeon Crawl Classics Roleplaying Game, so what the Terror of the Stratosfiend #1 does. As written, it is designed for use with the Dungeon Crawl Classics Roleplaying Game and if Terror of the Stratosfiend #1 to a Dungeon Crawl Classics Roleplaying Game campaign it really is going to upset the proverbial apple cart, changing the campaign’s direction and even its genre with the addition of technology as well as the weirdness of the Stratosfiends. So in some ways, Terror of the Stratosfiend is more applicable for a Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic campaign which already has many of the elements found in Terror of the Stratosfiend #1. Another issue is that Terror of the Stratosfiend #1 does not offer options for playing the Humans who came in the wake of ‘The Drop’. Hopefully Terror of the Stratosfiend #2 will cover these as well as developing more of the post-Drop world…

Terror of the Stratosfiend #1 is weird and wacky and fantastic! Its contents will radically change the nature of a campaign world, but how far will have to wait for future issues.

Zatannurday: WitchFire

The Other Side -

I was SUPPOSED to be working on some FASA Star Trek characters.  So I was going through my character folders trying to find some of my old characters for Decipher Trek.  I didn't find them.  I DID find characters for my very, very first Generation HEX characters.  Namely Taryn aka "Teen Witch" and Brianna who had a lot of names, but one of them was "Witch Fire."

Imagine my surprise when it finally dawned on me that there was a DC character named Witch Fire AND my complete surprise when I found out Marvel also had a Witch Fire!

I pulled her out, went over her stats and thought it would be great to update her to Mutants & Masterminds 3.0 from version 2.

I also looked over the DC Witchfire and the Marvel Witchfire for some ideas.

DC, Rebecca Carstairs
Fandom: Rebecca Carstairs (New Earth)
Fandom: Rebecca Carstairs (Prime Earth)
ComicVine: Witchfire
Comic Book Realm: Witchfire aka Rebecca Carstairs
Notes

DC Earth-27 Project, Rebecca Carstairs
PhilChoArt: Rebecca Carstairs (Earth 27)
Rebecca Carstairs (Earth 27)
DeviantArt Sheets, Page 1 and Page 2.

Marvel, Ananym
Wikipedia: Witchfire
Fandom: Ananym (Earth 616)
ComicVine: Witchfire


All three characters (Marvel, DC, and Mine) had several similarities.
- All three are redheads
- All three had fire powers in addition to magic
- All had strange, magical parentage.

So instead of trying to do one or the other (and I am partial to the DC version), I'll present my own with some add-ons from the other two.
Here she is!

Witchfire aka Brianna O'Kelly
PL 8
Strength 3, Stamina 1, Agility 3, Dexterity 1, Fighting 1, Intellect 2, Awareness 1, Presence 1

Advantages
Attractive 2, Languages 1, Well-informed

Skills
Acrobatics 1 (+4), Athletics 2 (+5), Close Combat: Fire Aura: Damage 4 1 (+2), Insight 1 (+2), Perception 2 (+3), Persuasion 3 (+4), Ranged Combat: Fire Blast: Damage 8 2 (+3), Sleight of Hand 1 (+2)

Powers
Alternate Form (Fire) (Activation: Standard Action)
   Damage: Damage 1 (DC 16)
   Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
   Immunity: Immunity 0
   Insubstantial: Insubstantial 3 (Energy)
   Teleport: Teleport 1 (60 feet in a move action, carrying 50 lbs.; Medium: Energy Medium)
Dazzle: Cumulative Affliction 1 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Cumulative, Increased Range: ranged; Limited: Sight)
Enhanced Ability: Enhanced Agility 3 (+3 AGL)
Enhanced Ability: Enhanced Strength 3 (+3 STR)
Fire Aura: Damage 4 (DC 19; Reaction 3: reaction)
Fire Blast: Damage 8 (DC 23; Increased Range: ranged)
Magic: Burst Area Line Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Line Area: 5 feet wide by 30 feet long, DC 18)

Offense
Initiative +3
Damage: Damage 1, +1 (DC 16)
Dazzle: Cumulative Affliction 1, +1 (DC Fort 11)
Fire Aura: Damage 4, +2 (DC 19)
Fire Blast: Damage 8, +3 (DC 23)
Grab, +1 (DC Spec 13)
Magic: Burst Area Line Area Damage 8 (DC 23)
Throw, +1 (DC 18)
Unarmed, +1 (DC 18)

Complications
Fame (well known under real name)
Motivation: Thrills

Languages
English, Irish Gaelic

Defense
Dodge 3, Parry 2, Fortitude 2, Toughness 1, Will 3

Power Points
Abilities 14 + Powers 91 + Advantages 4 + Skills 7 (13 ranks) + Defenses 4 = 120


Not bad.  She is PL 8 since that is where I set all my M&M3 Generation HEX.
I might have to do some more.

[Fanzine Focus XVIII] Gamma Zine #1

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As popular in the Old School Renaissance as the genre is, not all fanzines are devoted to fantasy.

Gamma Zine carries the subtitle, ‘A Fanzine supporting early post-apocalyptic, science-fantasy RPGs – specifically First Edition Gamma World by TSR.’ This then, is a fanzine dedicated to the very first post-apocalyptic roleplaying game, Gamma World, First Edition, published by TSR, Inc. in 1978. Gamma Zine #1 was published in April, 2019, following a successful Kickstarter campaign as part of Zine Quest 1 . Published by ThrowiGames!, it comes as a black and white booklet, packed with content, including adventures, equipment, monsters, and more.

The more begins with a short interview with James M. Ward, the designer of both Gamma World and its predecessor, Metamorphosis Alpha. Just a page long it gives a little history and background to the game, hopefully the author will return to ask the designer more questions. Then it is on to the gaming content, beginning with ‘New Horrors from the Wasteland’, four new creatures and species to add to your post-apocalyptic setting. They include the Spindling, a cross between a snake and a spider which scurries and bites; the Unipede, a slug-like thing with a tooth horn which is capable piercing the hard rock and metal it likes to consume—including the player characters’ equipment and armour, so akin to the Rust Monster then; and the Shuggnagarath is a bat-winged tentacled thing which flies the across the Wasteland in search of skulls to crack open and brain matter to feed upon. Lastly, the Moleman is a new intelligent species, which hoards and uses the ancient technologies it scavenges from burrowing into lost bunkers. So a perfect source of technological whatnots and gewgaws, as foes coming after the player characters’ best gear.

Gamma World is a game without character Classes. Gamma Zine #1 rectifies that with a ‘Class Option for First Edition Gamma World’. This is the Artificer, for which a character needs an Intelligence of 15, at least two beneficial mutations, such as Dual Brain and Molecular Understanding, which grants him a bonus to both find and understand technology. Although it states that members of the Class prefer to build their own technology, this is not explored in the write-up. Notably though, the Class does gain extra Experience Points for finding and identifying technology, but none for combat. This is followed by three new items in ‘Artifacts of the Ancients’, the Type-III E-Fist—powered brass knuckles, the Pulse Grenade, and the KnifE, a vibrodagger. All three are nicely detailed and come with decent illustrations.

‘Adventure #1 – MuTech Test Facility’ is the first of three adventures in Gamma Zine #1 which details a secret pre-war research base in the Appalachian hills. Designed for two to four characters, it is a chance for them to delve into some of the events leading up to the war. The facility is essentially a mini-dungeon, all robots and electrical traps, nicely detailed and ready to add to a campaign. 

‘Adventure #2 – The Hand’ is again dungeon-like, but makes use of the Molemen detailed earlier in the fanzine, so is stuffed with technology for the player characters to find. Designed for three to six player characters, it has a more organic feel than ‘Adventure #1 – MuTech Test Facility’. Not just because it is occupied by Molemen, but also because of its shape. All of its rooms and chambers are inside the concrete stone hand of a giant statue, which gives it a weirdly natural feel despite it being an artificial environment. The complex is also lived in and there are NPCs here which may attempt to interact with the player characters. This is an easier encounter to add to a game and much like a certain statue in Planet of the Apes serves to enforce the post-apocalyptic nature of the world the player characters are in. ‘Adventure #3 – Dark Knights’ is the scenario with the most background and so the easiest to tie into the background of the Gamma World post-apocalyptic future. Knights of Genetic Purity squads have been scouring the region in search of mutants to exterminate and one squad has reopened a coal mine near the village of Gallax. Designed for three to five characters, this is a small complex, but one occupied by an armed opponent. So this is much more of a combat adventure, but one supported by a stronger motive for the player characters to get involved in comparison to the previous two scenarios.

The other continues with ‘The Hunted, Chapter One’, a short piece of fiction which recounts a violent encounter between the protagonist and some motorcycle-riding bandits. There is a desperate tone to it as she scrabbles to defend herself with few resources to hand. It is nicely written and ends on a good cliffhanger, but the introduction could have been better handled. It is followed by a new set of ‘Artifact Use (Solution) Flowcharts’,  seven simplified flow charts to help speed up play when a player character has to items to work out what they are and what they do. This includes items of varying complexity and types of doors. These are quick and easy and work well with the earlier Artificer ‘Class Option for First Edition Gamma World’.

Physically, Gamma Zine #1 is neat and tidy. It is not only decently written, but illustrated with good art throughout and each of the scenarios is accompanied by excellent maps.


As support for Gamma World, First Edition, there is a lot to like about Gamma Zine #1 and fans of the old roleplaying will certainly appreciate the new content. For newer post-apocalyptic roleplaying games, the content in Gamma Zine #1 is perhaps drier in tone, certainly later editions of Gamma World or its thematic descendant, Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. This does not mean that it cannot be used with those roleplaying games—in fact, it would be very easy to add to them—but the Game Master should be aware that it is not quite as weird or as wacky. Overall, Gamma Zine #1 is both a good first issue and a good fanzine—hopefully, Gamma Zine #2 will be as good.

[Fanzine Focus XVIII] Crawl! #2

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was a mixed bag, Crawl! #2 is surprisingly focused, as announced by the issue’s subtitle—‘The Loot Issue!’. Published in June, 2012, what the issue does is explore the role of treasure in the Dungeon Crawl Classics Role Playing Game, highlighting the fact that treasure is a relative rarity in comparison to Dungeons & Dragons and other retroclones—its fantasy world lacks the piles of gold and hoards of magical items and gewgaws found in other fantasy roleplaying games. In the first article, ‘Loot!’ the editor builds a means of determining treasure types from one simple table—the ‘Random Loot by Monster Type’ table. This breaks down the treasure finds by monster type, so ‘Humanoids with Weapons’, ‘Dragons’, ‘Demons’, Un-dead’, and ‘Other Monsters’. What a character finds—the roll modified by his Luck bonus—actually does not vary all that wildly, so handfuls of coins, a few gems, and so on, though a character is more likely to find cursed items with the Un-dead. Further tables expand upon the one table, one in particular adding ‘Items of Note’. These are not necessarily magical, but whether charms, bottles, scrolls, books, and the like, they are valuable, at least to someone. Magical items can be found, but they are rare—really rare in comparison to Dungeons & Dragons—and they are anything other then generic. So no mere +1 swords

Instead, the fanzine offers ‘Lucky Items’. These are items which not only have a Luck bonus or a ‘magical’ effect, they also have a story. They can also be created during a play, such as when a warrior uses a weapon for the first time and it inflicts a critical wound or a wizard carves a staff from a branch of tree that the wizard witnessed being struck by lightning. Now the Luck bonus or ‘magical’ effect may not always work and it can degrade and even be lost over time, but idea is that over time, instead of a player character discovering yet another shield +2 or Dagger +1, he will come to favour certain weapons or items of equipment, and perhaps they might grow with him as the story and legend of his doings are told, becoming Lucky, and ultimately, Legendary as looked at in ‘Legendary Items’. (Though this does not stop him from discovering the Dagger +1.)

All together, these three articles form a trilogy, one that nicely builds upon its subject matter without the reader necessarily noticing until the end. Although the mechanics for Lucky items are slightly more complex than that might be found in standard Dungeons & Dragons, they make such items fickle—rather than unreliable—and thus more fun. Overall, this trilogy is good alternative to the rules given for Dungeon Crawl Classics Role Playing Game, adding depth, but also highlighting the differences between it and Dungeons & Dragons

This difference is further highlighted in the fourth article. ‘OSR Conversions: Treasure!’ As this series of articles details, there is a great deal of difference between how Dungeon Crawl Classics Role Playing Game and the Old School Renaissance handles treasure. This details how the Judge can take an adventure for another retroclone and adapt its treasure element to Dungeon Crawl Classics Role Playing Game. So this extends the utility of the previous trilogy in enabling a Judge to run more scenarios without losing the flavour of Dungeon Crawl Classics Role Playing Game.

Jon Marr of purplesorcerer.com provides the first of several articles by other authors in the second issue of the fanzine. This is ‘Honest Orkoff!’, a personality from his Sunken Cities campaign, a generally trustworthy merchant of Mustertown who if he is not interested in making a purchase from you, then can put you in touch with someone who will be interested. Just three are described in a lovely line of patter from the merchant, each really being a little vignette or encounter that the Judge can develop and bring into her game. Colin Chapman offers new rules for both shields and helmets with ‘Shattered Shields’ and ‘Helmet Law!’. The former suggests that shields can be shattered in a single blow in order to offset damage that might otherwise greatly injure a character, whilst the latter details how a helmet can do the same, but if used in that fashion there might be unintended consequences (as detailed on the accompanying table). Much of this will be familiar from any number of retroclones from the past few years or so, but to be fair, these rules would have been nice additions for a more brutal style of game in 2012 and they still are in 2020.

Lastly, Colin Chapman takes the reader shopping. In ‘Helmets & New Shields’, he adds new rules and new types of armour, such as bucklers which can be used with ranged weapons and as weapons and the check penalty to all actions whilst wearing various types of helmets. In ‘Killin’ Time!’ he lists several new weapons, such as Bullwhip and Maul, and the rules for using them, along with notes and suggestions as to which Classes from the  Dungeon Crawl Classics Role Playing Game can use them. ‘Be Prepared!’ covers food and lodging, tools, miscellaneous items, and more—even prosthetic items!

Physically, Crawl! #2 is surprising. The layout is clean and tidy, uncluttered and easy to read. The artwork is good too. Overall and though it is a fanzine, there is a feel of professionalism in terms of how Crawl! #2 is presented. If Crawl! No. 1 was a good first issue, then Crawl! #2 is better. The presentation is cleaner, tidier, and easier to read, making the content more accessible. That content itself is useful, helping to develop a Judge’s Dungeon Crawl Classics Role Playing Game campaign in terms of how she handles treasure and how treasure can be made important to the player characters, and then making combat more bruising and battering with the rules for shields and helmets. 

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