Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Discerning Dhole Productions. Show all posts
Showing posts with label Discerning Dhole Productions. Show all posts

Sunday, 27 August 2023

[Fanzine Focus XXXII] Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 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 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 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. 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.

Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror is one such fanzine. Published by Discerning Dhole Productions, this fanzine presents Lovecraftian investigative horror through the lens and mechanics of the Dungeon Crawl Classics Roleplaying Game. In Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 1, presented a ‘Character Funnel’, a feature of Dungeon Crawl Classics which introduces a setting and sets them up for play with Zero Level Player Characters. Each player controls not one, but four Zero Level characters, and whichever one of them survives the ordeal of the scenario has proved themselves strong enough to advance to First Level and so gain a Class in the traditional Class and Level, Dungeons & Dragons set-up. In the Dungeon Crawl Classics Roleplaying Game, the surviving characters go on to be Fighters, Thieves, Clerics, Wizards, and so on. In Crawl-thulhu, the surviving Player Characters will go on to be Adventurers, Docs, Roughnecks, Scholars, and Socialites. The Character Funnel in Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 1, sent them scampering around Dunwich in ‘A Horrible Day at the Dunwich Fair’ on a day trip from hell as they react to the dread events of HP Lovecraft’s The Dunwich Horror.

Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 2 picks up where the first issue left off. Written by John Potts and Annie Hunter, it covers skills, Classes, recovery from death and insanity, magic, and campaign tips. It wastes no time in getting down to business. So there is no forward or editorial. Instead, it starts with ‘Skills’. In Crawl-thulhu, there are just sixteen skills covering most of the actions an Investigator might undertake. This handled mechanically by the Investigator’s rolling a die and adding the appropriate attribute and Level bonuses to equal or exceed a Difficulty Check. Actual skill level is handled by the ‘dice-chain’, which ranges from the three-sided die all the way up to the thirty-sided die. An Investigator begins with a ten-sided die in all of his skills. He will be trained in one single skill, determined by his Occupation, rolled for during the character creation process. For example, the Secretary receives the Search skill, the Undertaker the Stealth skill, and the Antiquarian the History skill. A trained skill means that the player rolls a twenty-sided die instead of the ten-sided die. Acquiring Levels during play gives the Investigator skill points, which can be expended to raise a skill level to Expert and then Master. This means that the player rolls a twenty-four-sided and a thirty-sided die respectively.

‘Magic’ introduces Lovecraftian magic to the mechanics, if not the roleplaying game, of Dungeon Crawl Classics. Character Level does not work as a bonus for Magic skill tests and Sanity is lost for casting spells, the higher the Level of the spell and the more effective it is, the greater the Sanity loss. This is keyed to the spell descriptions and especially the fact that Magic-Users in Dungeon Crawl Classics are attempting to roll as high as possible to get the best possible result. In Crawl-thulhu, the practitioner of the arcane arts does not want to do that that, because the higher the roll, the bigger the effect, the more the caster is dealing with abstract mathematics he was never meant to engage with, and the higher the Sanity loss. What Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 2 does not do is provide extensive lists of spells. Instead, the author provides a ‘Mythos Spell Name Generator’ which can be used to inspire the creation of new spells, modelled on those found in the pages of Dungeon Crawl Classics, or simply rename them.

Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 2 introduces the Classes of the setting. There are six of these, each typical—even clichés—of Lovecraftian investigative horror—and each with an indication of their Weapons Training, Unique Skill, Skills they can train in, and more. The six are the Adventurer, the Doc, the Gumshoe, the Roughneck, the Scholar, and the Socialite. The Adventurer is the guide, tracker, and crypt delver a la Indiana Jones or Lara Croft. His unique skill is Deeds of Derring-Do, using a Deeds die to carry off incredible feats of action, such as leaping from one moving car to another, grabbing a rope to swing across a chasm just in time, and so on. The Doc is a Doctor, who with his ‘Dissection’ can dissect a Mythos creature to evaluate its biology and weaknesses to gain an attack bonus against the creature and at higher Levels grant half of this bonus to his fellow Investigators. The Gumshoe is the classic private investigator, who with the ‘Sharpened Skills’ Unique Skill receives bonuses to find or gain clues and information. Roughnecks are the combat specialists and receive not one but two Unique Skills. One is ‘The Old One-Two’, which simply adds an extra die to all attack rolls, whilst ‘Hardened to Threats’ increases his Armour Class. The Scholar analyses the Mythos as an intellectual, his ‘Inquisitive Mind’ Unique Skill giving him a Mythos Die to roll whenever he would lose Sanity. The result reduces the amount he would lose. Like the Roughneck, the Socialite has two Unique Skills. ‘Force of Will’ is the first, which enables the Socialite to burn points of the Personality attribute to gain a bonus when dealing with people. Personality point loss is recovered daily. The other is ‘Deep Pockets’ which grants him extra funds each week.

Despite the obviously pulpy nature of the rules and play of Crawl-thulhu, it is still a deadly setting, both mentally and physically. Two tables reflect this. ‘Mental Trauma’ provides a list of effects should an Investigator be reduced to zero Sanity and recover. This includes the permanent loss of Sanity as well as effects such as short-term memory loss, expressed as a loss of Experience Points, which is worse depending upon whether Investigator cast a spell or encountered a Great Old One, or even believing that you are dead and so will not eat or drink or even gain Experience Points unless cured of the delusion. ‘Near-Death Experience’ does the same for being reduced to zero Hit Points and recovering. It typically involves the permanent loss of the Stamina attribute and a physical trauma such as arrhythmia or constant tiredness.

Lastly, ‘Crawl-thulhu Campaigns’ explores the options for taking Crawl-thulhu beyond the ‘A Horrible Day at the Dunwich Fair’ Character Funnel of Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 1. One is to use Doctor Henry Armitage of Miskatonic University as a patron who could suggest missions and investigations the Investigators can look into. Another is generate random Lovecraftian or Mythos-related plots, mostly via generators available on DriveThruRPG, but it also references the excellent Stealing Lovecraft too. A third is re-use existing material. To that end, it provides a quick and dirty conversion guide for Call of Cthulhu. The fourth is to suggest various modules for Dungeon Crawl Classics which can be used in conjunction with Crawl-thulhu. Some will require tracking down, but all of them are useful starting points for play beyond the Zero Level of the Character Funnel.

Physically, Crawl-thulhu Issue 2 is nicely put together. It is clean and tidy, and the artwork decent throughout.

This second issue nicely builds on the foundations laid by Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 1. However, Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 2 still leaves you wanting more. Some of that will come in the third issue, but something like some plot hooks or scenario seeds might have given the Judge something to work with herself until that issue arrives. Until that happens, Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 2 continues firming up the foundations of Lovecraftian investigative horror for Dungeon Crawl Classics.

Monday, 2 April 2018

Fanzine Focus X: Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 1

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 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 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.

Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery is one such fanzine. Published by Stormlord Publishing, it takes Dungeon Crawl Classics to the Wild West and the Weird West of the 1880s. Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror is another. What both do is introduce their settings and set them up for play with Zero Level characters by sending them through what is called a ‘Character Funnel’. In this, a feature of the Dungeon Crawl Classics Roleplaying Game, each player controls not one, but four Zero Level characters, and whichever one of them survives the ordeal of the scenario has proved themselves strong enough to advance to First Level and so gain a Class in the traditional Class and Level, Dungeons & Dragons set-up. In the Dungeon Crawl Classics Roleplaying Game, the surviving characters go on to be Fighters, Thieves, Clerics, Wizards, and so on; in Black Powder, Black Magic, the surviving characters also go on to be Fighters, Thieves, Clerics, and Wizards—but with changes to them to reflect the combination of horror and the Wild West—as well as Gamblers and Prospectors; and in Crawl-thulhu, the surviving characters will go on to be Adventurers, Docs, Roughnecks, Scholars, and Socialites. This though, is the subject of future issues of the fanzine, for the inaugural issue concerns itself with just the Zero Level characters and their survival (or not).

Published by Discerning Dhole ProductionsCrawl-thulhu Issue 1 presents the means to create Zero Level characters, the rules for probably sending them mad, and then sends them scampering around Dunwich on a day trip from hell as they react to the dread events of HP Lovecraft’s The Dunwich Horror. This being based on a Dungeons & Dragons-style game, means that both the approach to the Mythos and the game play is more Pulp than Purist. That said, the limitations of playing Zero Level characters means that there is relatively little scope for truly Pulp-style play, at least in the given adventure. That though, does not mean that this adventure, ‘A Horrible Day at the Dunwich Fair’, will not be fun—or at least horrifying!

There are two obvious issues with Crawl-thulhu Issue 1. One is that it requires the Dungeon Crawl Classics Roleplaying Game to play. In fact, despite it stating that it does, the Judge and players can really just get away with using the Dungeon Crawl Classics Roleplaying Game Quick Start Rules & Intro Adventure, at least for this issue. For future issues and adventures, the Judge will probably need the full rules. The other issue is dice. The Dungeon Crawl Classics Roleplaying Game uses a lot of dice outside of the standard six polyhedral types, including three-sided, five-sided, seven-sided, fourteen-sided, sixteen-sided, twenty-four-sided, and thirty-sided dice. These do not quite make their presence known in Crawl-thulhu Issue 1, unless that is, one of the characters gets hold of a Thompson Submachine Gun. If they do though, the Judge may need to resort to an online random number generator unless he wants to buy a set of Dungeon Crawl Classics Roleplaying Game.

An character in Crawl-thulhu has six attributes—Strength, Agility, Stamina, Perception, Intelligence, and Sanity. All are rolled on three six-sided dice and Sanity replaces Luck of the Dungeon Crawl Classics Roleplaying Game, as there is no Luck in this universe. Similarly, there are no Alignments as these are irrelevant. Hit Points start between two and four, which considering a small pistol does 1d6 damage, makes for a potentially deadly game. But this is the set-up for game of Lovecraftian investigative horror, so what you expecting? A table provides a list of first names and surnames common in the 1920s and an Occupation table. The Occupation, just as in the Dungeon Crawl Classics Roleplaying Game provides a weapon and some kind of trapping related to said Occupation. Unlike Dungeon Crawl Classics, what a character does not have is an Augury, which modifies how a character’s Luck will work, as well, there is no such thing as Luck in this universe. Instead, it has a Celestial Alignment table, which determines the star under which a character was born and what the modifier from his Sanity ability applies to.

Our sample character is Harold ‘Doc’ Reese, a former Classics academic who returned from serving in France in the Great War a broken and battered man. A gas attack damaged his lungs and shell barrages shattered his mind and he could not settle down to academic or normal life. For many years he has ridden the rails across the United States, more recently in the company of a dog. Harold is slowly recovering and has regained much of his mental acuity. He is terribly short of breath though and cannot run for any length of time.

Harold ‘Doc’ Reese
Zero Level Human Hobo
STR 16 (+2) AGL 12 (+0) STM 04 (-2)
PER 08 (-1) INT 17 (+2) SAN 11 (+0)
Hit Points: 2
Saving Throws
Fortitude -2 Reflex +0 Willpower +2
Celestial Alignment: Celaeno, Home of Universal Knowledge (spell checks)
Starting Weapon: Pocket Knife (1d3)
Trade Good: Cardboard box and a dog, Rex

Sanity in Crawl-thulhu is a multi-purpose tool. Rolled on a scale of three to eighteen, it can used, on a point for point basis, to improve any roll that involves an character. This is an expensive use of Sanity though. In the main, it is used as other roleplaying games of Lovecraftian investigative horror, to measure an character’s ability to come to terms with the true nature of the universe. Sanity checks are made on a twenty-sided directly against a character’s Sanity ability. Roll equal to, or under, then the Sanity check is made, but if the result is over, the check is failed. In which case, a player rolls on the Insanity table. The size of Insanity die to be rolled is determined by the degree of exposure to the Mythos—cast a spell and it is only a four-sided die, but encountering a Mythos entity means that it will be a six-sided or eight-sided die or more, and any encounter with a god of the Mythos, is always rolled on a twenty-sided die. The roll is adjusted by the character’s Sanity modifier. The result gives a variety of different effects, but primarily it involves the reduction in the affected character’s Sanity ability.

Rules are also given for firearms combat. These are kept simple and fast, their primary advantage being that they are quicker to use then the melee weapons of the Dungeon Crawl Classics Roleplaying Game. One notable feature of these rules is that characters have a greater difficulty using the Thompson submachine gun unless they have specifically trained in its use.

The second part of Crawl-thulhu Issue 1 and almost two thirds of its pages are devoted to the scenario, ‘A Horrible Day at the Dunwich Fair’. This puts the characters—who are all attending the annual fair in Dunwich—in the middle of the events described in ‘The Dunwich Horror’ as all hell, or rather, Wilbur’s brother, breaks loose and starts smashing up the town. As chaos reigns and the festival attendees panic and flee in search of refuge, the characters—four of them for each player—are first expected to join them before then setting out on their very first investigation. The scenario is built around just eight locations and the events that that take place over the course of the day. It is in effect a sandbox adventure with villagers and visitors running scared, the cultists trying to bring about their own plans, and the player characters trying to work out what is going on. Although there is no staging advice, it can be run in at least two ways. One is with all of the players’ characters together, much like a traditional investigation in a game of Lovecraftian investigative horror, working together to solve the mystery of what is going on in Dunwich that afternoon. The other is stage it as a series of cut scenes, with the Judge cutting back forth between each player and his characters as they conduct individual investigations at their location before hopefully, the survivors come together to finally deal with the problem. Even though they are Zero Level, the player characters are not wholly on their own as certain signature characters from elsewhere in Lovecraft Country do turn up to support the player characters’ efforts.

‘A Horrible Day at the Dunwich Fair’ is a fun scenario, nicely set up, and clearly presented to help Judge run its events. From start to finish, that is from rolling up characters—a quick process even at four characters per player—to playing through the whole of the scenario should not take more than two sessions at the very most. Indeed, it would even work as a convention scenario run in a four-hour slot. The other fun aspect of playing—and of playing a ‘Character Funnel’ in general—is that the players not only get to roleplay between each other, but also between their own quartet of characters. Given that a certain part of playing Lovecraftian investigative horror is all about characters going mad and given that each player has four characters and given that they are all Zero Level, that is four times the opportunity to roleplay the insanity!

Another thing that ‘A Horrible Day at the Dunwich Fair’ showcases is how spells work in Crawl-thulhu. In Crawl-thulhu, each spell gets its own table of effects, which are random each time someone casts said spell. So in the Dungeon Crawl Classics Roleplaying Game, the classic Magic Missile spell might manifest as a meteor, a screaming eagle, a ray of frost, and so on, and then its effect might be do a point of damage, standard damage, appear as multiple missiles, or a single one, so on. (The effect of this was increase the page count of the Dungeon Crawl Classics Roleplaying Game a great deal.) Crawl-thulhu applies concept to the spells of the Mythos, although in Crawl-thulhu Issue 1, there is just the single spell—Commune with Yog-Sothoth. Its table presents just nine, wholly terrible options for what happens when this spell is cast, from utter failure and a loss of Sanity to becoming indispensable Yog-Sothoth… Of course, the outcome of casting any Mythos spell is bound to be terrible, but having the options gives flavour and detail. It is going to be interesting to see what the authors of Crawl-thulhu do with spells in future issues.

Physically, Crawl-thulhu Issue 1 is nicely put together. Although another edit would not go amiss, the issue is well written, well organised, and reasonably well illustrated. It is a pleasing little product. This inaugural presents everything a roleplaying game of Lovecraftian investigative horror needs, including the rules to drive ordinary men and women mad, a spell, a monster, and a cult for them to encounter and thwart (or not), and more.

Now it has been a decade since there has been a roleplaying game of Lovecraftian investigative horror based on the d20 System, not since Shadows of Cthulhu in 2008 and d20 Cthulhu in 2001, but Crawl-thulhu has the potential to fill that void. It hints at several interesting things, most obviously the new Classes and the way to hand spells, as well as providing everything needed to run the given scenario. In fact, the hints are interesting enough to suggest that Crawl-thulhu has potential as more than a simple fanzine, but would work as whole rulebook of its own, which would make a good stepping stone from the pure Dungeons & Dragons-style play of the Dungeon Crawl Classics Roleplaying Game to the insanity inducing confrontation against the forces of Cosmic Horror in Crawl-thulhu, but with the mechanics of the Dungeon Crawl Classics Roleplaying Game. Overall, Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 1 is a fantastic first issue which does a good job of laying the foundations for future issues as well as presenting solid rules and a fun scenario.