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 be 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 the Dungeon Crawl Classics Role Playing Game.
Ghostlike Crime #01: A Roleplaying Game Zine of Modern Weirdness is a fanzine for the Dungeon Crawl Classics Roleplaying Game published by Abiology Games as part of ZineQuest #2 in February, 2019 following a successful Kickstarter campaign. It presents a modern day setting for the Dungeon Crawl Classics Roleplaying Game which combines magical realism, the paranormal, and cryptid terrors that get reported on the six o’clock news. The streets are crowded and patrolled by emotionless cyborg beat cops, the bureaucrats answer to secret cabals, the world is scuzzy, drab, and decaying, and it is probably raining. This is a world of monster hunting in a dark dystopian twist upon today, but which could also be tomorrow, next week, or New York in the fifties. In classic Dungeon Crawl Classics style, the Player Characters begin life as office drones, shelf stackers, fast food servers, and the like, but after surviving an encounter (or two) with a terrible monster (or more), they realise that life is not for them and someone has to stop the monsters. They become monster hunters and defenders of humanity from paranormal threats because no-one else will—and particularly not the government. Ghostlike Crime #01: A Roleplaying Game Zine of Modern Weirdness includes new and adjusted Classes, equipment, suggested party set-ups, monsters, and more including three adventures!
The setting for Ghostlike Crime #01: A Roleplaying Game Zine of Modern Weirdness is lightly sketched over before the fanzine explains its Classes. The Warrior and the Thief remain largely unchanged, but the Halfling becomes the Half-Pint, the scrappy kid adventurer with very little changes. No other Classes are carried over into Ghostlike Crime #01, but two new Classes are introduced. The first of these is The Scrapper, whose second sight enables them to find ordinary objects and rubbish and both see and harness the magic imbued with them. Essentially, these scrap artefacts become the means to cast the spells of the Wizard Class of the Dungeon Crawl Classics Roleplaying Game. Thus the ‘Mini Disco Ball’ is used to cast Colour Spray, a ‘Landline Phone’ to cast Ventriloquism, and so on. Many of these artefacts have personalities which the Scrapper will need to engage with to actually cast. Inside of finding artifacts, the Paratechnologist jury-rigs weird science devices, but can only use a limited number at a time. A list of devices, such as the ‘Ecto-Flare’ which reveals ghosts and invisible creatures or the ‘Electro-Tether’ which enables the Paratechnologist to force targets to obey single-word commands for several rounds. The devices require an Action Die roll as per casting a spell to use, and the devices can break, which means that the Paratechnologist will have to repair them which can take hours or days to repair. There are elements of Ghostbusters to both Classes, but definitely Ghostbusters on a budget.
Harvey Hopkins
Occupation: Trucker
Zero Level
STR 13 (+1) AGL 13 (+1) STM 18 (+3)
PER 04 (-2) INT 11 (-0) LCK 07 (11)
Hit Points: 7
Saving Throws
Fortitude +3 Reflex +1 Willpower -2
Alignment: Lawful
Equipment: CB Radio, Tire Iron, Leased Truck
Starting Weapon: Hockey Stick (1d6)
Trinket: Fingerless Gloves (Melee Attack Rolls)
Several options are provided for the Player Characters to be together, including Monster Hunters and Freaks, essentially suggesting the sort of campaigns that the Judge might run. The remainder of Ghostlike Crime #01 is the Judge’s eyes only. It starts with ‘A Hellish Commute’. This is a ‘Character Funnel’, a scenario specifically designed for Zero Level Player Characters in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. The scenario throws the Player Characters into the last carriage of an underground carriage, who have an encounter with a cryptid which wrecks the train and leaves them stranded and desperate to find a way out. It includes encounters with C.H.U.M.s—or Cannibalistic Homicidal Underground Molepeople—before finding a way out realising that they can go back to their old jobs. The scenario has very New York feel to it.
The ‘Character Funnel’ is followed by ‘Cathode Casualty’, a First Level scenario which throws the Player Characters into the middle of a dispute between two scrappers guilds. The Pigeonrot Scrappers Guild want a device retrieved which was stolen by the Opensores Scrappers Guild. The device is somewhere in a storage locker and so the Player Characters need to break in and find it. Of course, the Opensores Scrappers Guild is going to do its very best to stop the Player Characters and then there is the matter of the device and what it does… The third adventure, ‘The Unstoppable Killing Machine’ is a more open investigation into a series of strange deaths, whilst ‘Monsters, Anomalies, & Ill-advised Creations’ gives details and stats for creatures like the ‘Atmospheric Jellyfish’ and the ‘Jersey Devil’, whilst ‘Watch Out For The… Bean-Nighe’ details a modern version of the creature of Celtic folklore, seen in laundromats.
Physically, Ghostlike Crime #01 is a sturdy affair. The artwork varies in quality, but the writing is decent and the fanzine is enjoyable to read. Above all, the setting in Ghostlike Crime #01: A Roleplaying Game Zine of Modern Weirdness is engaging and fun, and will be fun to play in a grimly gonzo style. Plus, of course, Ghostlike Crime #01: A Roleplaying Game Zine of Modern Weirdness packs a lot of immediately playable content that the Judge can bring to table and get her players roleplaying to explore this weirdly off kilter today, tomorrow, or yesterday.
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