Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Sunday 5 May 2024

[Fanzine Focus XXXV] Lowcountry Crawl: A Southern Gothic RPG Zine

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 Dungeon Master 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 1970sDungeons & Dragons, RuneQuest, and Travellerbut 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. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone.

Lowcountry Crawl: A Southern Gothic RPG Zine does something different and interesting. Published in 2019 by Technical Grimoire Games, best known for Bones Deep, it takes a campaign to the Southeast coast of the United States, specifically during the early half of the nineteenth century. This is a land of shifting, disappearing and reappearing Barrier Islands running along the coast, of marshes low and high, of sandbars, and the thick Pluff Mud which often rings them, hindering progress between them. Or at least the idea and the romance of them, rather than being specific. It incudes tables to create them and populate them with interesting features, a complete mini-point-crawl, and details of often eerie creatures to be encountered along the Barrier Islands and magical gewgaws and knickknacks to found and even bought. It is inspired by the region and its mythology, but it is ahistorical rather than specific. What this means is that the fanzine avoids the complexities and sensitivities of the history, whilst still acknowledging that they exist, and has rightly employed a sensitivity reader in order to do so. What remains is a moody, sense of isolation and strangeness lost in mist-soaked islands.

The fanzine begins with an ‘Island Generator’ that with a roll of twenty-sided die four times lets the Game Master create islands of her own, including their size, environment, and name. It is quick and easy, so that together with an explanation of the possible environments—sandbar, marshland, rocky, forested, structures, and other—the Game Master can have her string of islands with a handful of rolls. The ‘other’ option includes anything odd or weird that the Game Master deems, but an accompanying table suggests haunted islands, prison islands, cannibal islands, and more.

The centrepiece of Lowcountry Crawl: A Southern Gothic RPG Zine is ‘Island Crawl: An Adventure For LVLs 1-2’. This details four Barrier Islands, running from north to south, from the last major settlement on St. Erasmus down to Wildys, once a hunting reserve belonging to a foreign sorcerer, but now gone to seed and populated by exotic and magically augmented creatures. In between, Backwater Bay on Aloyin is rife with pirates, including Captain Seymour Foy, whose ship is pulled by a chained kraken, upsetting the other pirates, and Fort Assumption, a former military installation, then former plague hospital, still said to be manned by the spirits of those who died there. There are only a handful of locations per island, but they are nicely detailed, just enough to intrigue the Game Master, but with room aplenty for the Game Master to add her own content.

Travel and time across the islands is nicely handled. Each day is divided into six four-hour increments called watches. The trail between one location and another can be traversed in a single watch, but getting across country takes longer. Accompanying detailed locations are a pair of splendid encounter tables, one for ‘Coastal Encounters’, one for ‘Inland Encounters’. Every entry consists of two elements, the encounter itself, and an ‘Omen’, a harbinger of what the Player Characters are about to encounter. For example, whether the chest they discover is an actual buried chest or a mimic, the indication of metal and wood above the mud, and the smell of salt, timber, and rust presages its discovery. These signs add to the atmosphere and mood of the Barrier Islands, enforcing their sense of difference and separation, and perhaps worrying the Player Characters as they begin to recognise the Omens and what they mean.

The ’Creatures’ article has just the six entries. They include the Boohag, a scrawny, mean-tempered old by day, bloody red skinless spirit by night, that like La Llorona, rides sleepers at night to steal their breath; the Plat-Eye, a shifting shadow with one large eye that sometimes takes the form of a dog and attempts to lead you astray and away from any treasure it guards; and Tommy Rawbones, a maniacal skeleton with tattered skin and too many teeth which particularly lies the taste of liars and children. Another mysterious denizen of the region is the ‘Low Tide Merchant’, which wanders the Barrier Islands at low tide, carrying an assortment of strange and useful items, that if he likes you, will let you purchase, such as an island map or ghost flintlock (one shot, kills anyone, but they return to haunt their killer!). Not all of the goods will truly benefit the purchaser, or in the case of spells, work quite as accurately as they are supposed to, so buyer beware when it comes to perusing the wares that he carries in his burlap sack.

Lastly, ‘Magic Items’ describes some six magical items particular to the Barrier Islands. These include ‘Sticking Chaw’, a chewing tobacco as black as tar with the stench of sulphur that when chewed makes the teeth black and creates a wad that can be spat at a distant target to encase and bind a target like a Web spell or a Raccoon Baculum, a very reliable love charm that enhances Charm effects which is made out of the phallic bone of a raccoon!

Lowcountry Crawl: A Southern Gothic RPG Zine is a thoroughly engaging fanzine, but it is not complete. There are a couple of issues that it does not address. For example, it uses the terms ‘Haint’ and ‘Root Doctor’, but it never explains what these are. In this way, it feels underwritten and waiting for more detail. It also feels underwritten in that the Game Master will need to develop the included ‘Island Crawl: An Adventure For LVLs 1-2’, especially given that it lacks hooks or objectives.

Physically, Lowcountry Crawl: A Southern Gothic RPG Zine is very nicely done. It is fantastically illustrated and the cartography is very good.

Lowcountry Crawl: A Southern Gothic RPG Zine was published the same year as Vaesen – Nordic Horror Roleplaying and it would actually make a fantastic setting for that roleplaying given that both have the Player Characters engage with the local folklore. In addition, two other roleplaying supplements have been published since that explore the folklore of the United States of America—Old Gods of Appalachia Roleplaying Game and Holler: An Appalachian Apocalypse. Could either of them be extended out of the mountains and forests as far as the coast? Then again, Lowcountry Crawl: A Southern Gothic RPG Zine need not work with a fantasy Old School Renaissance retroclone. For example, Into the Odd would work very well with it, as would any Pirate-themed roleplaying game.

Lowcountry Crawl: A Southern Gothic RPG Zine is sadly the first and only issue. It is a pity, because it promises and hints at so much with an eerie mystery and salt-soaked mud flats just waiting for the tide to rush in. With no more issues to come, it is perhaps the Game Master’s task to do more for it with her own content than the publisher will.

Saturday 4 May 2024

[Fanzine Focus XXXV] Tales from the Smoking Wyrm No. 2

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 showcased how 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 and the Dungeon Crawl Classics Roleplaying Game from Goodman Games.

Tales from the Smoking Wyrm No. 2 is another fine looking issue of the fanzine published by Blind Visionary Publications. It continues to provide long-term support rather than immediate support for use with the Dungeon Crawl Classics Roleplaying Game. This is not say that none of its content is not of use or even useless, for that is very much not the case, but rather that it requires a bit of effort upon the part of Judge to work it into her campaign. In fact, all of content is detailed, interesting, and worth reading. Published in April, 2020, following a successful Kickstarter campaign, where the previous issue, Tales from the Smoking Wyrm No. 1 strayed into the territory of the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, this issue very much remains in the territory of Dungeon Crawl Classics.

Tales from the Smoking Wyrm No. 2 opens with ‘King of Beasts’. This is a new Patron, one who is the noble lion, wily tiger, nimble hare, slithering snake, and fluttering crow—and includes tables for invoking him as a Patron, suffering Taint when that goes wrong, and so on. The new spells include Speak with Animals; Bloodsense, which enables the caster to sense the blood in his quarry and track where they are; and Awaken enables the caster to activate a spirit animal, and so gains two boons and a bane from them. The roll is really for the length of the effect, which can be days or months, and then the Player Character gains the effect of a selected spirit animal. For example, the Toad spirit animal grants the ability to breathe underwater for thirty minutes and extra jumping distance, but becomes lazy and will act if there are immediate and obvious benefits.

The Dwarven Jäger is a subclass of dwarf, a warrior that allows the use of ‘Mighty Deeds of Arms’ like the Warrior Class, but prefers to fight with two weapons rather than a weapon and shield. They have a Deed Die that increases as they go up in Level for both attacks and damage, and if strong enough, can fight with a battle axe in each hand! This though, reduces the Class’ Initiative die. With ‘Mighty Defence’, the Dwarven Jäger can increase his Armour Class at a cost of stepping down his attack dice. Stats are also included for the throwing hammer and the hand crossbow. The Class is a serviceable variant, offering a viable alternative, especially for the player who wants a two-weapon wielding Warrior.

‘Rites & Rituals Part II’ continues the expanded use of magic and rituals in Dungeon Crawl Classics, begun in Tales from the Smoking Wyrm No. 1. Rituals are more powerful than normal spells, and their inherent power, unlinked to any god or deity, means that anyone can cast them. What this leads to is the creation of standardised rituals to achieve the same objective, but which are different from one cult or organisation to another. To support this aspect, it provides more than the one variant for several rituals, the variants being for different faiths, in this case, worshippers of Cthulhu and of Osiris. The rituals include Blessings of the Grave is a ritual that protects those buried in graveyards, cemetery, or necropolises, from raised via the animate dead and similar spells; Liturgy of Blessing, which brands the faith of a consenting worshipper with an imprint of their god, which puts them on the path to becoming a member of the clergy; and Rite of Consecration, which creates a sanctuary space for the specific deity. These are very nicely detailed, and of the two choices of deity, the rituals dedicated to Cthulhu rather than Osiris are probably more gameable, but both series of rituals do serve as examples upon which the Judge can base her own.

‘Cullpepper’s Herbal’ continues the regular feature begun in Tales from the Smoking Wyrm No. 1. Here there is a guide to creating decoctions and herbal restoratives, and this is followed by detailed descriptions of agrimony and bastard agrimony. This includes descriptions, flowering times, astrology, shoots, and more. In some ways, there is too much information here, on too few herbs, but for a Player Character with an interest in alchemy or herbalism, the degree of detail is wlcome.

As the name suggests, ‘Shoggoth’ continues the Cthulhu theme. This takes the Mythos monster which first appeared in At the Mountains of Madness and gives a potted history of its appearance in gaming before providing stats for its for use with Dungeon Crawl Classics. The Judge can roll for Shoggoth size, age, and martial abilities, such as poison glands, hypnotic glands, and of course, mimicry. They can also also have esoteric abilities like Assume Form and Bioluminescence, and all together this provides the Judge with the means to really individualise one Shoggoth from another, and so make them unknowable for the Player Characters.

Accompanying this is ‘Find Familiar (Cthulhu)’, which enables the Wizard with Cthulhu with Cthulhu or other Lovecraftian horror entity, such as Mother Hydra, Father Dagon, Nyarlathotep, and so on, as a Patron, to gain an appropriate familiar. Options include Zoog, (Brown) Jenkin, and Cat of Ulthar, but there is an emphasis on gaining a Shoggoth as a familiar. It cannot be fully grown, so is typically young or newborn (budded? decanted?), small or medium. Of these, having a Shoggoth as a familiar is going to be the most fun and again, this and the previous ‘Shoggoth’ article lets the player and the Judge really individualise a Shuggoth, whether a familiar or a threat.

Joel Philips’ ‘Onward Retainer’ continues the comic strip about the retainer in the fantasy roleplaying games begun in the first issue. It is nicely drawn and is a reasonable enough read, though not as funny as it is trying to be.

Penultimately, ‘What is the Smoking Wyrm?’ is the editorial in the second issue of Tales from the Smoking Wyrm. It is a more personal piece than in Tales from the Smoking Wyrm No. 1, recounting how Joel Philip got his start in gaming and how those adventures and characters influenced the creation of the ‘Onward Retainer’, so gives a bit of context. This is more interesting than the comic strip is either entertaining or amusing. Lastly, ‘Wyrm Words’ is a word search puzzle of Gygaxian words which is okay if you like that sort of thing, a waste of space if you do not, and this review leans towards the latter rather the former.

Physically, Tales from the Smoking Wyrm No. 2 is well written and the fanzine as a whole, has high production values. The artwork is good throughout, and the front cover again echoes the illustration from the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, by Dave Trampier, which is based on the Street of the Knights on the Greek island of Rhodes. This is an illustration that the fanzine will return to again and again for its front covers.

Tales from the Smoking Wyrm No. 2 picks up where Tales from the Smoking Wyrm No. 1 left off. It is a second solid issue, especially if the Judge wants to add the Lovecraftian mythos to Dungeon Crawl Classics with the inclusion of Cthulhu—as detailed in Tales from the Smoking Wyrm No. 1—and Shoggoths. None of the content is necessarily ready to be dropped into a campaign, but for the Judge who wants to add the Lovecraftian mythos and more detailed herbalism, there is good amount here to further develop.

[Fanzine Focus XXXV] Strange Visitors to the City

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. A more recent retroclone of choice to support has been Mörk Borg.

Published in November, 2020, Strange Visitors to the City is one of three similar fanzines released by Philip Reed Games as a result of the Strange Citizens of the City Kickstarter campaign, the others being Strange Inhabitants of the Forest and Strange Citizens of the City It follows on from the publisher’s Delayed Blast Gamemaster fanzine, by presenting a set of tables upon which the Game Master can roll and bring in elements to her game. Whilst Delayed Blast Gamemaster detailed monsters, environments, and more, with a cover which reads, “Roll 2d6 and say hello to Evil”, Strange Visitors to the City is all about the encounter and all about encounters with evil coming to the city, the cover reading, “Roll 2d6 and Greet a Visitor”. For Mörk Borg, the city can most obviously be that of Galgenbeck in the land of Tveland, but it need not be, instead any city with a dark seamy underbelly where the strange is accepted and allowed to fester.

Strange Visitors to the City follows the format of Strange Inhabitants of the Forest and Strange Citizens of the City, consisting of four tables—or rather sets of entries—which populate and add detail to a large location, in this case, as with Strange Citizens of the City, a nameless city. In fact, Strange Visitors to the City is really a companion to Strange Citizens of the City, complementing it with another array of ghouls and grotesques, this time visitants and vermin passing in and out of the city gates. The issue opens with the eponymous ‘Strange Visitors to the City’ which presents a table of mostly villains or villain-like NPCs to be encountered in and about the city. Each is given their own two-page spread, with a large illustration, a full page of text providing background, and of course, notes and stats. The notes typically suggest how much money the Player Characters might make from their loot or handing in proof of their deaths, though not always—as the number of ‘No Reward’ entries suggest.

The entries include Sava Yegorovich, Collector of Soiled Souls, a legless traveller wreathed in toxic smoke, who visits the city on an arcanomechanical contraption to purchase vials containing soiled souls for his dreadful experiments that carries out in his laboratory deep in the forest. Babatyev Ilyich, Escaped Killer from Elsewhen, an extraplanar murderer who travels from world to world, killing, and then escaping to the next, though this time he is trapped, his route elsewhere having been destroyed. Now he is wanted by the authorities and there is a bounty on his head which grows as the number of bodies pile up, so there is a rush to find him. He usually attacks with his talons, but he can unleash a nightmarish fiend from the portal in his stomach! Nicolas Mocanu, Wizard of the Woods, rarely visits the city, but only does so when he needs spell and alchemical ingredients and components, and since he is short of time, he will hire likely adventurers to find them for him—and will pay handsomely if they do. The entry includes a list of some twenty items, like a Troll’s eye or the mummified remains of a beloved pet, each one a spur to entice the Player Characters to action.

Not all of the entries describe the vile and the villainous, though there are a number of visitors of extraplanar origins, murderers or not—and plenty of those. Otherwise, the less threatening includes Svetlana Botnari, Unliving Seamstress, travels to the city every full moon, and earns money with needle and thread, but is undead and the needles are her fingers, but despite this, her skills and speed are highly valued. Further, she is friendly, and is willing to hire adventurers prepared to protect her undead kin from raiders on the value where they live. Which means that the Player Characters might be protecting the undead from the living! Richards and Roger, a Ruffian and a Gentleman, are a pair of ordinary fish, magically transformed, enlarged, and enhanced, though without legs—instead they each wear a suit of armour with the necessary legs—and with their master and creator dead, they have taken up residence in the city. One works as a hired thug and goon, the other a gentleman trader, but are otherwise inseparable. They are easily found in the city, meeting up in a tavern to catch on their activities of the day.

‘Strange Visitors to the City’ takes up over half of Strange Visitors to the City. It presents a collection of monsters and the monstrous, many of them evil in nature, and if not that, evil looking. They are invariably challenging opponents should the Player Characters go after then for their bounty, if there is one, that is. As with Strange Citizens of the City before it, the entries described in the ‘Strange Visitors to the City’ table—and elsewhere in the fanzine—do all feel as if they would fit in the one city. A dark twisted city with a Slavic feel where arcanotech, a mixture of magic and technology is available.

‘Strange Visitors to the City’ is followed by a shorter table. This is ‘1d6 Unusual Places’, a companion piece to the ‘1d8 Places in the City’ in Strange Citizens of the City. They include Jelena Romanovna’s Home for Orphans, a three-storey tower where wayward children are taken in and unfortunately beaten until they accept training as pickpockets and thieves. The Broken Clock Tower, a spire located deep in the city centre, long abandoned and in a state of disrepair, such that some have called for it to be pulled down and replaced, but moans and the rattling of chains from within indicate that someone or something is using it still, but who? Adventurer and raconteur, Godzimir Mazur, has won a former gambling hall and turned it into coffee shop, but he has no head for business and it is failing. Can he be helped or would he be happier just to sell up?

‘4d6 Rumours’ suggests things that the Player Characters might hear in taverns or down alleys, such as the ‘fact’ that Jelena Romanovna’s Home for Orphans is also the location of a black market every week or two; the burning of a red candle attracts the evil spirits of the dead, so anyone doing so is clearly an agent of death and destruction; or that if anyone who easts a sacred scroll is forever transformed into a being of unimageable power capable of surviving any encounter with evil. Plus, the scrolls taste great when smeared with honey! Some of the rumours connect to other entries in Strange Visitors to the City, but most do not. All will require some development by the Game Master.

Lastly, ‘2d4 Hired Goons’ presents another collection of hirelings, simply detailed and each with a special trait, such as ‘Conniving’ or ‘Experienced’. Few are obviously beneficial, such as the ‘Underworld Knowledge’ of Lukas Hofstetter, who can help the Player Characters find information about crime and criminals for a price, but most are not. Darin Masur is ‘Bloodthirsty’ and has trouble ending a fight or a battle if any opponents are still alive, and might even turn on his allies! He has a hatred of the city guard too and that is likely to get him into trouble as well as those who hired him. All seven NPCs are ready to drop into the city.

Physically, Strange Visitors to the City is very nicely presented. Although it makes strong use of colour, it uses a softer palette than Mörk Borg, but scratchier and stranger, though still easier on the eye. The artwork throughout is excellent.

Strange Visitors to the City is a set in some strange city where twisted men and women and other things lurk in the side streets, where great evil hides behind populism, and arcanotech is put to dark uses. It is the same city as populated in Strange Citizens of the City, and whilst it is a standalone title, Strange Visitors to the City strongly complements it. Although intended for use with Mörk Borg—and it shares the same doom-laden sensibility—the contents of Strange Visitors to the City would work with any retroclone or be easily adapted to the roleplaying game of the Game Master’s choice. However, they do all feel as if they live in the same city, a city waiting to be detailed. Perhaps a city that Philip Reed Games could detail in a future fanzine? In the meantime, Strange Visitors to the City is an entertaining and useful collection of NPCs and encounters for the Grimdark roleplaying game of the Game Master’s choice.

Friday 3 May 2024

[Fanzine Focus XXXV] The Lost Classes: The Arnesonian Classes

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 Dungeon Master 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 1970sDungeons & Dragons, RuneQuest, and Travellerbut 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. Then there is also Old School Essentials.

In the early days of the hobby, following the publication of first Dungeons & Dragons in 1974, and then Basic Dungeons & Dragons and Advanced Dungeons & Dragons, the nascent hobby was awash with creativity much of which would find an outlet in the fanzines of the day. Yet due to the vagaries of time and history, much of the content of those fanzines have been lost. What though, if a creator today, could delve back into that history and resurrect that content for today’s audience? This is the conceit behind The Lost Classes: The Arnesonian Classes, ‘A GATEWAY TO ADVENTURE supplement for use with the Original Edition Fantasy and Old School Essentials Retro Adventure Game’. Published by Appendix N Entertainment, this is an attempt to resurrect two Classes for Dungeons & Dragons that never made into print and present them for use with the Old School Renaissance. Conceit, because truth be told, the author has relatively little on which to base the new Classes he creates for the fanzine, and consequently, they are more his creation rather those of Dave Arneson, the co-creator of Dungeons & Dragons. This does not means that the floor Classes presented are bad, but rather that their heritage is perhaps not as strong as the author wish it to be.

Further, it should be noted that two of the four Classes are not Arnesonian and feel as if they are drawn from other sources, being the creation of the author. The two Arnesonian Classes are the Merchant and the Sage, whilst the two that are not are two of the Beast Folk Classes, the Chimpanzee Folk and the Duck Folk. Then, both the Chimpanzee Folk and the Duck Folk are presented as Races rather than Classes. In this way, The Lost Classes: The Arnesonian Classes supports both the ‘Race as Class’ of Basic Dungeons & Dragons and the ‘Race & Class’ of Advanced Dungeons & Dragons, or in contemporary terms, the ‘Race as Class’ of Old School Essentials Classic Fantasy and the ‘Race & Class’ of Old School Essentials: Advanced Fantasy.

The two Arnesonian Classes, the Merchant and the Sage, are highly skill-based. The Merchant knows more languages, and besides ‘Find or Remove Traps’ and ‘Open Locks’, has ‘Bargaining’ and ‘Appraisal’ for dealing with the buying and selling of goods (and treasure found too), and ‘Equivocate’, the ability to hide the truth, avoid commitment, and so on. Combined with the ‘Know Direction’ ability, and what you have is a Class dedicated to travel and trade. The Merchant is also a member of, owes dues to, a merchant’s guild, which the Game Master can use as a factor and influence in the Player Character’s life and career. The Sage also knows more languages and is a member of his own guild, but primarily specialises in ‘Sage Knowledge’, an academic area like Botany/Herb-lore, Astronomy, Theology, and Archaeology. The more Intelligent the Sage, the more areas of expertise he specialises in. Although not a spellcaster, the Sage Class can use arcane magical items, such as wands. Lastly—quite literally—the Sage has one special ability that he can use when dying due to a malicious act. This is the ‘Sage’s Cure’. If bestowed by a high-Level Sage, it can be really powerful, like not being able to make any Saving Throw ever again!

Both the Merchant and the Sage Classes are interesting, the latter perhaps more familiar because it was included as an NPC type in Advanced Dungeons & Dragons. Both though, are limited as adventuring Classes in the classic sense. The Sage in particular, has limited adventuring skills and whilst he knows a lot, the problem really is how to bring that knowledge into play and have it be useful in a game, since this is not a feature of Dungeons & Dragons-style roleplaying games. This is less of a problem for the Merchant, since the Class does possess abilities and skills that can be useful in a game. Nevertheless, the Game Master is going to have cater for the trading aspect of the Merchant in her campaign for a player to want to play it and use all of the Class’ abilities, whilst working extra hard to bring the areas of knowledge and expertise of the Sage into play and make them pertinent and useful. This may well be so challenging, that the Sage may still be best suited to an NPC role.

The other two Classes in The Lost Classes: The Arnesonian Classes are the Chimpanzee Folk and the Duck Folk. The Chimpanzee Folk is like the Sage in having ‘Chimp Knowledge’, which works like ‘Sage Knowledge’ and extra languages, but otherwise more physical with the ‘Climb Sheer Surfaces’, ‘Falling’, and ‘Tightrope Walking’ skills, whilst the ‘Evasion’ ability enables a Chimpanzee Folk to tumble out of melee and avoid an opponent’s usual bonus to hit. The Duck Folk is viewed as an aberration, touched by Chaos, by almost everyone bar other Duck Folk and the most knowledgeable of Sages. A Duck Folk has the innate abilities of ‘Know Direction’ and ‘Natural Swimmer’, but also loathes the undead, so can ‘Turn Undead’ and has bonuses in combat against the undead with ‘Undead Slayer’. Rounding out The Lost Classes: The Arnesonian Classes is a more detailed examination of both the Chimpanzee Folk and the Duck Folk as Races and the fanzine’s own ‘Appendix N’. In the case of the descriptions of the Chimpanzee Folk and the Duck Folk as Races, it does flesh both out, whether they are being played as ‘Race as Class’ or ‘Race & Class’.

Of the two, the Chimpanzee Folk feels more sensible than the Duck Folk. In both cases, the inspiration is obvious. The Chimpanzee Folk is inspired by Doctor Cornelius and Doctor Zira of Planet of the Apes, whilst the Duck Folk feels inspired by the Humakti undead-hating Ducks of Glorantha of RuneQuest: Roleplaying in the Glorantha as much as Howard the Duck and Duck Tales.

Physically, The Lost Classes: The Arnesonian Classes is well presented. It is well written and the artwork decent enough even if the major inspiration upon the illustrations of the Duck Folk is Disney.

The usefulness of The Lost Classes: The Arnesonian Classes is debateable. The easiest Class to play and include in a campaign is the Duck Folk and that is also the silliest, the one most likely to stick out in a standard campaign, and the least interesting. The Chimpanzee Folk is not quite as silly, but not as easy to bring into play, because catering for the knowledge aspect of the Class, as with the Sage Class, shifts some of the emphasis of play away from action and adventuring. As does the need for trade and barter with the Merchant Class, but that Class does include adventuring skills alongside those required for trade and barter. This does not mean that the Classes in The Lost Classes: The Arnesonian Classes are unplayable, but rather that in many cases they make demands of a campaign that will need to be accommodated. Consequently, the best use of the Classes in The Lost Classes: The Arnesonian Classes is to create worlds where they fit rather than shoehorn them into standard fantasy worlds where they do not.

[Fanzine Focus XXXV] Crawling Under A Broken Moon Issue No. 5

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 Dungeon Master 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 1970sDungeons & Dragons, RuneQuest, and Travellerbut 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 popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.

Crawling Under A Broken Moon Fanzine Issue No. 5 was published in in December, 2014 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, and Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting. The setting has, of course, gone on to be presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover and it inhabitants ruled by savagery, cruel sorcery, and twisted science.

Crawling Under A Broken Moon Fanzine Issue No. 5 is where the fanzine really begins to deliver on its promise of gonzo post-apocalyptic content. This is because it has to take its inspiration—its very obvious inspiration—and adapt that without incurring any legal issues, making it playable, and making its source recognisable. This is because that inspiration is He-Man and the Masters of the Universe, the cartoon series based on the toy line from Mattel of the same name. Unfortunately, the history of He-Man and the Masters of the Universe and gaming has been decidedly spotty, including a poorly received Masters of the Universe Roleplaying Game published by FASA, Inc. in 1985 and the more recent He-Man and the Masters of the Universe Battleground miniatures skirmish game from Archon Studios. Sadly, the planned Legends of Grayskull: Masters of the Universe Tabletop RPG using Cortex Prime from Fandom, the company behind Dungeons & Dragons online tool D&D Beyond, is yet to appear. In the meantime, there is Crawling Under A Broken Moon, Issue No. 5, which serves up something almost, but not quite like He-Man and the Masters of the Universe.

The issue introduces a land that lies in the northern reaches of Umerica. This is Aetheria, where the Masters of Castle Oldskull do fierce battle with the lich Skull-Or and his mighty minions in the Darklands beyond! The setting is introduced in ‘The Kingdom of Aetheria’, a land of forests and wetlands surrounding the Great Inland Sea, whose scattered tribes were united by the mighty hero, Mach-O [sic] with the strength of his sword arm and mystical arts. Dotted here and there throughout the kingdom are the ‘Grey Castles’, actually bunkers from the Forgotten War, in which can be found powerful arms and armour and even vehicles. The great Aetherian Heroes, worshipped as such by the populous, and employed by the kingdom’s rulers as protectors, covet this leftover technology, so controlling it is important. Thus, many provincial rulers take these bunkers as their headquarters and armories, controlling the flow of the technology into the hands of hired heroes.

This hero is detailed in ‘The Aetherian Hero Character Class’. Each follows the code of Mach-O in fighting evil, though the interpretation varies, so that some just fight evil and do nothing else, whilst others undertake other duties. Either way, the Aetherian Hero expects to be paid for his services. The Aetherian Hero will also need to achieve a great deed or survive a Character Funnel, if he is to be rewarded with a hero’s name and whilst he is trained in the use of most weapons and armour, he regards using anything other than Forgotten Tech artifacts or Aetherian Tech arms and armour as dishonourable and anathema. The Aetherian Hero Character Class begins play with set of Aetherian Armour and one Aetherian weapon, but can go to a Grey Castle at each Level and ask for more. The origins, material, appearance, and even Armour Class bonus of the armour is randomly determined, whilst the Aetherian Tech weapons are impressively oversized, so are not as easy to use, but do inflict extra damage and impress or intimidate in equal measure.

The Class also possesses an Honour Die, which is added to feats of Strength, attempts to intimidate or impress, and all damage rolls with melee or Forgotten Tech weapon attacks. However, it can be lost if the Aetherian Hero uses normal weapons and armour, undertakes menial labour the likes of which the peasantry would do, or refuses a challenge offered by an opponent of worthy stature. Overall, the Aetherian Hero Character Class has the feel of the big dumb, but honourable barbarian warrior, offering a technology-focused option in feel rather than play.

The technology itself is discussed in ‘Forgotten Tech of the Un Men’, the Un Men being robotic warriors programmed with human consciousness. Their technology is leftover from the Forgotten War, and whether it is a blaster, jetpack, armour, or personal vehicle, requires a power cell to work. Worse, the technology is temperamental and if it is used too often—even in the course of a day—it can suffer a meltdown and drain the power cell. The meltdown means that it simply stop functioning after rebooting, suffers a delay in its function, or even detonate! Common devices, once ubiquitous and cheap before the Forgotten War, include Power Harnesses and Power Swords, their abilities varying from device to device.

‘Into the Dark Lands’ describes the blighted, rocky land that lies to the north of Aetheria under sulphurous clouds, riddled with tunnels leading to horrible sites of ancient power and evil. It is home to two different factions which would change Aetheria if they could. The warrior Black Sun leads a number of Aetherian freemen and Tree-Hobbits against the southern kingdom in an attempt to reform the conditions of the common man, whilst the Warrior Lich, Skull-Or, powerful and corrupt wizard-hero

of Aetheria who was imprisoned in Castle Oldskull byMasters of Aetheria, where he learned its darkest secrets before escaping into the Darklands. That secret is very dark indeed—especially for wizards—and adds a nasty twist to the inspiration for Crawling Under A Broken Moon, Issue No. 5. Both Black Sun and Skull-Or are fully statted, so can appear as NPCs in the Game Master’s campaign, and in the case of Skull-Or, cackle a lot. The article really focuses on the NPCs, so the Dark Lands are underwritten.

Penultimately, ‘Castle Oldskull and the Masters of Aetheria’ details Castle Oldskull, a sapient extra dimensional fortress dedicated to the eradication of ‘evil magic’. Interestingly, it is possible for a First Level Player Character to pledge himself to Castle Oldskull and join the Masters of Aetheria. A successful applicant needs to complete a dangerous quest and only then will he become a squire. There are benefits, including healing and free ammunition for ranged weapons, but members cannot use sorcery and nor can they kill evil sorcerers. They have to be returned to Castle Oldskull for imprisonment. Included are descriptions of the current Masters of Aetheria—Mighty Man, descendant of Mach-O, Maste-at-Arms, cyborg with excellent scientific skills, Slam Man who magic helm is so tough he can survive any blow to the head—and more, most notably Geek-O, an inept and bumbling magician from another dimension! Castle Oldskull is essentially a character in its own right with its own agenda, not always aligned with those of the Player Characters.

Lastly, the regular column of ‘Twisted Menagerie’ details two new monsters. These are the ‘Serpentoid’, a muscular two-headed serpent man with an evil outlook and a liking for the mutagenic herbs that grow in the Dark Lands, each has a different mutation, like a prehensile tongue or a hideous rattle, and an ‘Un-Men’, one of the Robotic Tyrants from the Forgotten War, rarely found, but if so, typically in hibernation mode. These range from flamethrowers and plasma cannons to extension arms and Hypno Vox, and that is in addition to the Drones—effectively flying blasters—hosted by each ‘Un-Men’. Together, these add an extra pair of threats to the Dark Lands and are decently done.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 5 is serviceably presented. It is a little rough around the edges, as is some of the artwork, but overall, it is a decent affair.

The problem with Crawling Under A Broken Moon Fanzine Issue No. 5 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 5 is a big improvement over Crawling Under A Broken Moon Fanzine Issue No. 4. It has more usable content, even if it is devoted to one theme. And what a theme it is! Over the top, ever so slightly tongue in cheek post-apocalypse Swords & Sorcery, very knowingly inspired by Saturday morning cartoons of the eighties, given an ever so slight, but dark twist. The result is engaging and entertaining, with easy to spot and embrace references, such that even the gamer with the barest of knowledge of He-Man and the Masters of the Universe (and to an extent, She-Ra: Princess of Power) can play with the contents of Crawling Under A Broken Moon Fanzine Issue No. 5.

Monday 29 April 2024

Miskatonic Monday #280: Mail Order Bribe

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author Jade Griffin

Setting: Jazz Age Boston, Massachusetts
Product: Scenario
What You Get: Forty-Five page, 11.37 MB PDF
Elevator Pitch: Marriage or madness. Is there a choice?
Plot Hook: Ownership of a new possession turns into a fight for possession and possession.
Plot Support: Staging advice, six pre-generated Investigators,
sixteen handouts, one a map, one NPC, and two Mythos monsters.
Production Values: Good.

P
ros
# Excellent title
# Potential sequel to Taken for Granite and Deep-Seeded Secrets
# Potential addition for a Lovecraft Country campaign
# Delightfully creepy, creepy antagonist
# Decent handouts
# Pediophobia
# Gamophobia
# Scoleciphobia
# Ophidiophobia
# Arachnophobia

Cons
# Needs a slight edit
# Does force the Investigators into a terrible situation

Conclusion
# Which is worse? The monster you deal with or the monster she wants?
# Why I do declare, that Southern accent is pure evil. Evil, I tell you!

Miskatonic Monday #279: The Oracle of Yuggoth

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Quico Vicens-Picatto

Setting: 23rd Century Pluto
Product: One-shot
What You Get: Twenty page, 9.13 MB Full Colour PDF

Elevator Pitch: Memory, mazes, and madness on Pluto
Plot Hook: “UNKNOWN”
Plot Support: Six pre-generated Investigators, one map, and one Mythos monster.
Production Values: Colourful

Pros
# Fantastic cover
# Highly detailed Investigators
# Interesting new Occupations
# Athazagoraphobia
# Mazeophobia
# Mnemophobia

Cons
# Needs a good edit
# Unpleasant Investigators
# Weird Sanity losses
# The Sanity losses never let up
# Highly detailed Investigators
# No plot or investigation

Conclusion
# Uncompelling Sanity-scouring slog
# No objectives or agency except to suffer for what they are and what they did

Sunday 28 April 2024

1994: Planescape Campaign Setting

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.


—oOo—

Published in April, 1994, the Planescape Campaign Setting was as a radical a setting for Advanced Dungeons & Dragons, Second Edition as could be imagined in the 1990s. Perhaps even more imaginative than the Spelljammer setting published five years before that Planescape would ultimately replace in terms of both tone and scope. Based on the earlier Manual of the Planes for Advanced Dungeons & Dragons, First Edition, it introduced a multiverse that was in part familiar to an audience from that supplement, but in way that was totally unfamiliar. Where perhaps the Manual of the Planes had been a means for the Player Characters—typically of a high Level—to traverse from one plane of existence to another, what Planescape provided was a base of operations, a city, rife with politics and factionalism, from which the Player Characters could leave to visit and come back from realms that before they could have only dreamed of visiting. Whether it is the Astral Plane or the Ethereal plane, the Inner or Elemental Planes of Air or Water or the Quasielemental Planes in between, for example, Paraelemental Plane of Smoke or Paraelemental Plane of Ooze, the Outer Planes divided between the Upper Planes of Good such as Arcadia or Mount Celestia, the Lower Planes of Evil, like the Abyss and Acheron, and the Boundary Planes of Neutrality, such as Bytopia and Elysium, or even whole other worlds on the Prime Material Plane, for example, Krynn of Dragonlance or Athas of Dark Sun, the Player Characters could come and go as they pleased. For the most part, that is. For they needed to know how, they need access to a portal or door, a gate key to pass through, and sometimes, they needed permission. For all of that, they needed to be in Sigil: The City of Doors.

Sigil: The City of Doors literally floats at the centre of the multiverse, spread around the inside of a torus turning atop a towering mountain spire with the surrounding Outlands radiating out below, a cramped city of spires, bureaucracy, and industry under greasy clouds that spit rain upon its streets. It is a neutral point in which all manner of creatures are likely to be seen living, working, visiting, and abiding on its streets. Angels, Avatars, Modrons, Baatezu, Tanar’ri, and Yugoloths—Baatezu, Tanar’ri, and Yugoloths because the Planescape Campaign Setting was published at the tail end of the Satanic panic of the eighties in which references to devils and demons were removed from Dungeons & Dragons to avoid ill-founded allegations that Dungeons & Dragons promoted Satanic worship—could all be found in Sigil. Normally adversarial, they were bound to keep the peace in Sigil because the city’s mistress, the Lady of Pain, caring of the city, callous of its citizens, wreathed in glittering, keen-edged blades, can simply deny them access to the doors to elsewhere in the multiverse. This does not mean that many do not covet possession of Sigil itself, but to move against the city and the Lady of Pain would be to raise her ire and perhaps even spark a war across the planes as the other factions try to prevent such a takeover. There is also the need for a neutral meeting place, especially with the ongoing Blood War between the denizens of the Nine Hells and the Abyss, which to date the Lady of Pain has prevented from spilling onto the streets of the city.

Below the city—far below the city—lies the Outlands, or the Plane of Concordant Opposition. Although the Plane of Neutrality, it is marked by a number of realms close to the Great Ring. These include Tir Na Og, ‘The Land of Youth’; the Palace of Judgement, ruled by Yen-Wang-Yeh, Judge of the Ten Law Courts and King of the Eighteen Hells; the Caverns of Thought, fizzing with the energy of brain waves and thought, whose cold and heartless tunnels always lead back to the court of the god-brain, Ilsenine, god of the Mind Flayers; and the Dwarven Mountain, a realm of merrymaking, belching smoke, and labour. Beyond lie the Inner Planes of the elements and quasielements, and the Outer Planes of morality or alignment. Also connected to Sigil and the Outlands via doors and portals and other means of planar transport are the worlds of the Prime Material Plane, and both Astral and Ethereal Space. From the start, the setting of Planescape is epic in scale.

As befitting a boxed setting for Advanced Dungeons & Dragons, Second Edition from the nineties, the Planescape Campaign Setting is richly appointed It includes four books, four posters, and a DM Screen. The books consist of ‘A Player’s Guide to the Planes’, designed to introduce the Planescape setting for player and Dungeon Master alike; ‘A DM’s Guide to the Planes’, containing detailed information about the setting for the Dungeon Master’s eyes only; ‘Sigil and Beyond’, a guide and more to the city that formed the heart of the setting; and the ‘Monstrous Supplement’, which provides the additions particular to the Monstrous Compendium—the equivalent of the Monster Manual for Advanced Dungeons & Dragons, Second Edition. The four posters in turn depict the heraldic-like icons for the setting’s sixteen factions, and maps of the Outlands surrounding the city of Sigil, the Outer Planes, and Sigil itself.

The starting point is the thirty-two page ‘A Player’s Guide to the Planes’ and right from the opening paragraph, it is clear that this is no ordinary boxed set and no ordinary setting. The reader is assailed by liberal doses of Cant, served up by berks, bashers, and barmies—fools, thugs, and crazies—who engage in chants, garnishes, and dark—gossip, bribes, and secrets. Drawn from a mixture of Elizabethan and Dickensian slang, it is jarringly in-game and jarringly informal, but it accentuates the differences between this and any other campaign setting for Dungeons & Dragons, before and since. It introduces the key concepts to Planescape, both in terms of play and design, and these are the idea of the ‘Centre of the Multiverse’ is both subjective and nonsensical; that the Multiverse consists of rings, such as the Outer and Inner Planes, and even the Outer Rings are ringed by a Great Road which lead on to the next infinite plane; the ‘Rule of Three’, that everything—good or bad—comes in threes, thus the Prime Material Plane, the Inner Planes, and the Outer Planes; Law, Chaos, and Neutrality; and so on. The denizens of the Planes also come in three types. These Primes, who were born on the Prime Material Plane, Planars, born on a plane, and Petitioners, the departed spirits of Primes and Planars, who seek to cement a union with the powers of their plane. Petitioners and other beings can be a Proxy, an agent of a Power bestowed with gifts in return for loyalty, whilst a Power is a deity who rules over a plane.

In terms of what the Planescape Campaign Setting offers the player, ‘A Player’s Guide to the Planes’ gives one broad choice, a number of new Races, and more importantly, Factions. A Player Character can either be a Prime, from the Prime Material Plane, which means that they are not subject to the effects of Monster Summoning spells or general planar magic, or a Planar, who can be subject to those effects and more—like Protection from Evil, but inherently has the power to see the gates between the Planes. The new Races are the Bariaurs, goat-like centaurs, whose males have a headbutt attack with their horns and females have stronger senses; the Githzerai, humourless ascetics with a loathing of the Githyanki and the Mindflayers; and Tielflings, halfbreed-orphans often reviled for their supposed ties to the darker powers. The Planescape Campaign Setting marked the introduction of the Tielfling.

The Planescape Campaign Setting does not include any new Classes, but does instead give cultural notes on all of the standard Classes. Instead, what it does introduce are factions. There are sixteen of these, complete with official faction title, faction philosophy, primary plane of influence, allies and enemies, eligibility for membership, and both benefits and restrictions. In general, there are no restrictions in terms of Race and Class for any one faction, though there are exceptions. For example, the Athar do not believe that there are such things as gods, so have a dislike of priests, but gain protection from certain divine spells; the Bleak Cabal believe that the multiverse does not make any sense and so are immune to any spell that causes madness; the Dustmen believe that everyone is dead, but some are dead than others, and benefit from a pact with the undead who will ignore any Dustmen member; the Free League cannot decide upon the exact nature of the Multiverse, so openly debate it and have an immunity to charm effects, since they each of their own mind; and the Mercykillers want to bring about the perfect world through justice, so allow only Lawful members and have the ability to detect a single lie per day. In general, these are relatively minor abilities, but alongside them, what each provides is an idea and a belief, which of course, roughly aligns with those of other factions, whilst bouncing off those of others. Plus, of course, they are a great set-up for scenarios, plots, and storytelling.

The second of the four books in the Planescape Campaign Setting is the sixty-four page ‘A DM’s Guide to the Planes’. In addition to describing the numerous planes of the Inner Planes and Outer Planes, and their cosmology, this book explains how magic and magic items work across that cosmology. Naturally, everyone has a view on why magic and magic items work differently from one plane to the next, but again, unsurprising, the ‘Rule of Three’ applies. The caster needs to be aware of the effect of the spell on the target’s home plane, the position of other planes involved in the spell, and the availability of extradimensional space, but beyond that it does a bit complicated as which spell or magical item works where, and knowing that becomes a bit of hassle for the prospective arcane spellcaster. In fact, mechanically, this is the most complex part of the Planescape Campaign Setting. However, the setting provides an easy way around it—Spell Keys. Which are like the Door Keys that enable the Player Characters to access portals and thus other planes, but they allow a Wizard to cast spells freely on a particular plane, whilst a Power key does the same thing, but for a Priest’s spells. Magical items tend to be less effective the further they are taken from the plane where they were crafted. The combination of keys—Door Keys, Power Keys, and Spell Keys—are a toolkit for the Dungeon Master who can use them to craft and push the direction of her game by choosing when they become available and how they become available.

The ninety-six page ‘Sigil and Beyond’ is the third and longest book in the Planescape Campaign Setting. It begins with advice for the Dungeon Master on how and why she should run a Planescape campaign. ‘A Player’s Guide to the Planes’ suggests campaigns involving all Prime or all Planar Player Characters, or a mixed group, whilst the ‘A DM’s Guide to the Planes’ emphasised the fact that the tone of a Planescape campaign is about ideas and philosophies, and that those can lead to terror and treachery as well as mercy and goodness, most obviously through the factions, but also across the planes, tied as they are, to Alignment. In fact, it could be argued that Alignment plays a role in the Planescape Campaign Setting like no other setting for Dungeons & Dragons ever before. The differences continued to be highlighted throughout the advice, that Planescape is not about straight dungeoneering and plunder, but quests and objectives, exploration and experiencing a sense of wonder, interesting with and against the factions, not about being bullies and beating everything in sight including gods and taking their powers. The advice also covers possible adventures written for low, medium, and high-Level Player Characters.

The bulk of ‘Sigil and Beyond’ is devoted to describing both the various Realms and Towns of the Outland and the City of Doors itself. There are some extra notes on the factions too, but the main focus is on Sigil, which is given enough detail for the Dungeon Master to use and bring to life. Rounding out ‘Sigil and Beyond’ are a pair of campaign quick-starts. ‘For the Price of a Rose’ is designed for low Level Player Characters and is intended to get them from the Prime Material Plane to Sigil, chasing a gang which has been stealing from the world and thus annoying the gang enough to want revenge, whilst ‘Misplaced Spirit’ can be used as a follow on to ‘For the Price of a Rose’ or used to start a campaign with all Planar Player Characters. This has the Player Characters chasing after a petitioner who has escaped the Palace of Judgement, so it gives them the opportunity to run round the city. There are also a pair of new spells and a list of the Cant, which the Dungeon Master can annoy her players and their characters with by learning and using!

The fourth and last book in the Planescape Campaign Setting is the thirty-two page ‘Monstrous Supplement’ presents twelve new monsters for the setting. Some of the entries are tough, like the Aleax, the physical manifestation of the vengeance enacted by a Power, or the Spirit of the Air, a winged monkey-minion of a Power of air and wind, so not necessarily immediately useful. Whereas, the Cranium Rat, vermin whose intelligence is boosted the greater its numbers, including spellcasting, and the Dabus, odd, berobed humanoids who speak in speech bubbles and iconography and are tasked with repairing the City of Doors, are likely to be encountered in Sigil. The longest entry is dedicated to the Modron, the polyhedral creatures of absolute order from the plane of Mechanus. It is more an interesting mix than a useful mix, and is the core set’s biggest omission and disappointment.

The extras in the Planescape Campaign Setting are not perhaps as useful as they could have been. The four-panel ‘DM Screen’ is serviceable, containing a mix of standard tables from the Player’s Handbook and Dungeon Master’s Guide for Advanced Dungeons & Dragons, Second Edition, along with the few tables from the Planescape Campaign Setting, so more of the former than the latter. This consists of the ‘Faction Reactions’, ‘Wizard School Alterations by Plane’, and ‘Magical Items in the Planes’. So not necessarily all that useful over the standard screen for the roleplaying game. Similarly, the poster showing the heraldic icons of the factions is nice, but not useful, whereas the poster maps of The Outlands, the Outer Planes, and Sigil, are much better and more useful, including extra content on their reverse side.

Of course, the other major difference between Planescape and other campaign settings for Dungeons & Dragons is the physical design. The palette of green, Verdigris, and brown, the use of Exocet typeface which replaced the letter ‘t’ with ‘+’, and the stunning artwork of Tony DiTerlizzi which wraps sinuously around the text and echoes the administrativia and grotesquery of Mervyn Peake’s Gormanghast novels. This is in addition to the iconography of Dana Knutson, who created the symbols for the factions and most notably, that of the Lady of Pain, which adorns the front of the box and each book.

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The Planescape Campaign Setting would win the 1994 Origins Award for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement, but the reviews were limited in number. The Planescape Campaign Setting was reviewed by Rick Swan in ‘Role-playing Reviews’ in Dragon Magazine Issue #207 (July, 1994), giving it a rating of six out of six, or ‘The Best’ as well as describing it as “…[A] spectacular boxed set and TSR’s most ambitious campaign world to date.” and “…[D]esigner Zeb Cook’s finest effort since 1985’s Oriental Adventures and may be his masterwork.” He praised the boxed throughout, before ultimately concluding with a warning: “By covering so much ground and hinting at so many possibilities, the PLANESCAPE set raises expectations that may be tough to meet. Despite five books of material, there’s only enough room to give a taste of what’s in store, hence the tantalizing asides about dungeons made of giant skulls, a link between Toril and Krynn, and cities that change planes when their populations change alignments. This set is a box of promises, and if subsequent supplements fail to deliver, there’s going to be an awful lot of disappointed berks.”

Scott Haring, reviewing the Planescape Campaign Setting in ‘Pyramid Picks!’ in Pyramid Vol. 1 #8 (July/August, 1994) opened with, “I’ll cut to the chase — Planescape is the finest game world ever produced for Advanced Dungeons & Dragons. Period.” He described it as being, “…[E]verything us cool, jaded, disaffected gamers always complained that AD&D was not — sophisticated, almost adult roleplaying.” Praising the Planescape Campaign Setting throughout—best especially the artwork of Tony DiTerlizzi—Haring concluded with, “Planescape is a revolutionary product, a breakthrough for TSR. If you think you’ve “graduated” from AD&D, that you’ve evolved past it, go back and take a look at Planescape. This is the game world that will get you playing AD&D again.”
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The Planescape Campaign Setting could have been written by White Wolf in the nineties. After all, its emphasis on the presence and role of factions in the setting do make it feel like a World of Darkness roleplaying game, enabling the telling of stories around politics and beliefs as well as the exploration of the planes and more. The Planescape Campaign Setting includes a wealth of material to support such a campaign, but it is a wealth that does not feel quite enough, especially when it comes to the factions and the planes. The Dungeon Master is definitely going to want to know more to help her bring Sigil: The City of Doors and the Outlands to life. Of course, TSR, Inc. would follow up the Planescape Campaign Setting core box set with numerable supplements, including multiple boxed sets that would add depth and detail to the Multiverse of Planescape. Of these, the Dungeon Master is going to want In the Cage: A Guide to Sigil for a better guide to Sigil: The City of Doors, The Factol’s Manifesto for more detailed descriptions of the factions, and the MC8 Monstrous Compendium Outer Planes Appendix for more foes. The Planescape Campaign Setting is a superb start though, an amazing introduction to the setting and means of getting berks and bashers to Sigil: The City of Doors.

The Planescape Campaign Setting is the most interesting, the most innovative, and the most individual of all the worlds created for any iteration of Dungeons & Dragons. It is a fantasy utterly non-traditional, taking the Player Characters from the Dickensian grubbiness of the alleys of Sigil: The City of Doors all the way out to the infinite splendour of the Outer Planes and back again in time for bub and kip, a setting and a game line whose look and feel, let alone that setting, is genuinely unique and can truly be described as iconic.